Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.1 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Cursed |
| Level / Exp | 14 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by Osor the shalore at level 11 on the 5th Flare 122nd year of Ascendancy at 12:36 0 / 6Killed by Porurimira the large brown snake at level 13 on the 20th Dusk 122nd year of Ascendancy at 20:00 Killed by Emyratta the sandworm at level 13 on the 23rd Dusk 122nd year of Ascendancy at 12:47 Killed by Isluyanne the white worm mass at level 13 on the 24th Dusk 122nd year of Ascendancy at 18:50 Killed by slaver at level 14 on the 74th Dusk 122nd year of Ascendancy at 03:13 Killed by slaver at level 14 on the 74th Dusk 122nd year of Ascendancy at 19:59 |
Primary Stats
| Strength | 44 (base 33) |
| Dexterity | 21 (base 10) |
| Constitution | 32 (base 16) |
| Magic | 8 (base 10) |
| Willpower | 40 (base 32) |
| Cunning | 13 (base 10) |
Resources
| Life | -43/418 |
| Hate | 100/100 |
| Equilibrium | 20 |
| Healing Factor | 1.6253293099391 |
| Regeneration | 51.896764866356 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 31 |
| Crit Chance | 1% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 22.522593642275 (63.098591549296%) |
| Defense | 12 |
| Ranged Defense | 16 |
| Fatigue | 15 |
| Physical Save | 22 |
| Spell Save | 15 |
| Mental Save | 28 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Knockback Resistance | 20% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 12% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 158 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Cleave |
| talent | Gloom |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | The target is hunting creatures of type / sub-type: humanoid / yaech with 0% effectiveness. Kills: 0 / 0 kills, Damage: +0% / +0%, Attack: +0 / +0, Stun: -- / 0.0%, Outmaneuver: 0.0% / 0.0% Predator |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| detrimental effect | The target is on fire, taking 19.33 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Death |
| beneficial effect | A flow of life spins around the target, regenerating 31.68 life per turn. Regeneration |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Ce'Nivena the dreaming great wolf. Escort: lost anorithil (level 2 of Heart of the Gloom) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed electric eel tail. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | miner's pair of rough leather boots of uncanny dodging (Nightmares) (3 def, 5 armour) miner's pair of rough leather boots of uncanny dodging (Nightmares) (3 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +3 (+3 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +1% Infravision radius: +1 Curse of Nightmares A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (96 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Glowhunter the iron helm (Misfortune) (0 def, 5 armour) Glowhunter the iron helm (Misfortune) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Wil Changes resistances: +11% blight / +3% light / +3% darkness / +9% acid Mental save: +6 (+3 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gladiator's steel ring of nature (+22%) gladiator's steel ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
| On fingers | marksman's copper ring of clarity marksman's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters (Misfortune) Girdle of the Calm Waters (Misfortune)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Misfortune A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Bill's Tree Trunk (Madness) (30-51 power, 7 apr) Bill's Tree Trunk (Madness) (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Madness It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | radiant iron gauntlets of dexterity (+2) (Shrouds) (0 def, 1 armour) radiant iron gauntlets of dexterity (+2) (Shrouds) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Damage (Melee): 5 light Changes stats: +2 Dex Changes resistances: +6% light Changes damage: +4% light Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | prismatic steel mail armour (Shrouds) (2 def, 6 armour) prismatic steel mail armour (Shrouds) (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +10% light / +10% darkness Curse of Shrouds A suit of armour made of mail. |
| Cloak | Beliriath the cashmere cloak (Madness) (2 def, 0 armour) Beliriath the cashmere cloak (Madness) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +3 Wil / +2 Con Changes resistances: +6% mind Changes damage: +18% physical Mental save: +7 (+3 eff.) Healing mod.: +10% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing steel amulet of constitution (+2) stabilizing steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +16% temporal Pinning immunity: +23% Knockback immunity: +20% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 73 for 4 turns)shielding rune (absorb 73 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 73 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune of the wizard (absorb 78 for 3 turns)shielding rune of the wizard (absorb 78 for 3 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 78 damage for 3 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Voritha the copper ring Voritha the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +3 Con Changes resistances: +6% light / +6% blight Changes resistances penetration: +5% acid Physical save: +6 (+3 eff.) Rings can have magical properties. |
iron battleaxe (Nightmares) (13-19.5 power, 1 apr) iron battleaxe (Nightmares) (13-19.5 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Curse of Nightmares Massive two-handed battleaxes. |
thought-forged steel greatmaul of massacre (Corpses) (39-58.5 power, 2 apr) thought-forged steel greatmaul of massacre (Corpses) (39-58.5 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 39.0 - 58.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 19% chance to cause random gloom Damage (Melee): +10 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Curse of Corpses Massive two-handed mauls. |
Pyrewrecker the steel greatsword (Corpses) (23-36.8 power, 2 apr) Pyrewrecker the steel greatsword (Corpses) (23-36.8 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +14 nature When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +7.0% Defense: +9 (+8 eff.) Changes stats: +1 Str / +1 Dex / +3 Mag Changes resistances penetration: +5% fire Disarm immunity: +34% Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel mace of crippling (Misfortune) (14.5-20.3 power, 3 apr)steel mace of crippling (Misfortune) (14.5-20.3 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Curse of Misfortune Blunt and deadly. |
Alirenik the Thunderwalker (Shrouds) (1 def, 0 armour) Alirenik the Thunderwalker (Shrouds) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +3% lightning Changes damage: +3% acid Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (Corpses) (1 def, 0 armour) linen cloak of Eldoral (Corpses) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
iron helm of dexterity (+3) (Shrouds) (0 def, 3 armour) iron helm of dexterity (+3) (Shrouds) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening steel plate armour of Eyal (Misfortune) (4 def, 9 armour) enlightening steel plate armour of Eyal (Misfortune) (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+4 eff.) Fatigue: +22% Changes stats: +3 Cun / +4 Wil Mental save: +12 (+6 eff.) Life regen: +1.40 Maximum life: +48.00 Healing mod.: +10% Curse of Misfortune A suit of armour made of metal plates. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. Belyrain the ash totem of cure ailments [power 2] (10 cooldown)Belyrain the ash totem of cure ailments [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +12% fire Changes damage: +6% arcane Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws Spell save: +6 (+5 eff.) Confusion immunity: +15% It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
You revel in attacking a weakened foe! (+2 hate)
Rage against the Box hits Slaver for 69 physical, 6 light (75 total damage).
Enthralled slave uses Clinch.
Rage against the Box resists the grapple!
Enthralled slave throws two quick punches.
Rage against the Box hits Enthralled slave for (9 resist armour), 0 physical, (9 resist armour), 0 physical (0 total damage).
Rage against the Box hits Enthralled slave for 9 physical damage.
Enthralled slave hits Rage against the Box for 22 physical, 0 arcane (22 total damage).
Enthralled slave hits Rage against the Box for 20 physical, 4 cold, 17 physical, 4 cold (45 total damage).
Slaver casts Flame.
Your hatred grows even as your life fades! (+4 hate)
Rage against the Box is on fire!
Slaver's Flame hits Rage against the Box for 47 fire damage.
Enthralled slave is lost in despair!
Enthralled slave is dismayed!
Rage against the Box receives 11 healing from Unnatural Body.
Burning from Slaver hits Rage against the Box for 16 fire damage.
Slaver casts Lightning.
Your hatred grows even as your life fades! (+4 hate)
Slaver hits Rage against the Box for 52 lightning damage.
Slaver hits Enthralled slave for 61 lightning damage.
Rage against the Box uses Infusion: Regeneration.
Rage against the Box starts regenerating health quickly.
Enthralled slave is confused and fails to use Attack.
Rage against the Box hits Enthralled slave for 9 physical damage.
Enthralled slave hits Rage against the Box for 20 physical, 0 arcane (20 total damage).
Slaver casts Manathrust.
Your hatred grows even as your life fades! (+4 hate)
Saving game...
