













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 25 / 72% |
| Size | big |
| Lifes / Deaths | Killed by Glorudalrassra the rattlesnake at level 10 on the 3rd Wealth 122nd year of Ascendancy at 14:55 0 / 7Killed by Imdosheri the shalore at level 18 on the 19th Loss 122nd year of Ascendancy at 23:06 Killed by Brirek the dwarf at level 20 on the 10th Shortage 122nd year of Ascendancy at 15:23 Killed by worm that walks at level 25 on the 32nd Steel 123rd year of Ascendancy at 23:29 Killed by elven cultist at level 25 on the 2nd Gold 123rd year of Ascendancy at 13:53 Killed by Grand Corruptor at level 25 on the 2nd Gold 123rd year of Ascendancy at 18:13 Killed by Grand Corruptor at level 25 on the 2nd Gold 123rd year of Ascendancy at 18:39 |
Primary Stats
| Strength | 127 (base 55) |
| Dexterity | 1 (base 10) |
| Constitution | 10.106700555051 (base 24) |
| Magic | 8 (base 10) |
| Willpower | 46 (base 27) |
| Cunning | 39 (base 21) |
Resources
| Life | -281/662 |
| Hate | 108/108 |
| Healing Factor | 1.1508886445206 |
| Regeneration | 0.28772216113015 |
Speed
| Mental | +58.563068433501% |
| Attack | +58.563068433501% |
| Movement | +366.67430576071% |
| Spell | 0% |
| Global | +56.916426512968% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 123 |
| Accuracy | 19 |
| Crit Chance | 30% |
| APR | 10 |
| Speed | 0.63 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 12% |
| Speed | 0.63066388023349 |
Offense: Damage Bonus
| Cold | -35% |
| Lightning | -40% |
| Light | -36% |
| Nature | -21% |
| Darkness | -43% |
| Physical | -31% |
| Mind | -43% |
| All | -46% |
Offense: Damage Penetration
| Darkness | +20% |
| Acid | +10% |
| Fire | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 33.08934837382 (81.030927835052%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 28 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 37%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 10%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 36% |
| Bleed Resistance | 20% |
| Confusion Resistance | 25% |
| Fear Resistance | 15% |
| Stun Resistance | 60% |
| Poison Resistance | 50% |
| Knockback Resistance | 37% |
Inscriptions (4/4)
| 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 318 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 325 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 839% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The target is infected by a disease, reducing its dexterity by 26 and doing 40.92 blight damage per turn. Decrepitude Disease |
| beneficial effect | Hunting: Marked Prey- Grand Corruptor - Xuba the elven tempest - Betykira the elven corruptor - Elven corruptor 18% Received damage reduction against: - Major - Shalore |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target has been weakened, reducing all damage inflicted by 50%. Weakened |
| detrimental effect | The target is hexed, granting it 24% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | The target is infected by a disease, reducing its constitution by 26 and doing 40.92 blight damage per turn. Rotting Disease |
| beneficial effect | The target is rampaging! (+367% movement speed, +59% attack speed, +59% mind speed, +15% physical damage, +7 physical save, +7 mental save, 40/40 damage shrugged off this turn) Rampaging |
| detrimental effect | Reduces global action speed by 75%. Slow |
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. | done |
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 lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by bee swarm. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed giant spider spinneret. * '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.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of elder vampire blood. * You've found the needed green worm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of iron boots of evasion (Madness) (4 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +3 Defense: +4 (+3 eff.) Fatigue: +2% Activating this item is instant. Curse of Madness It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 1 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(103 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Frostbringer the rough leather cap (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Changes resistances: +6% cold Cut immunity: +20% Disarm immunity: +10% Healing mod.: +5% Curse of Shrouds A cap made of leather. |
| On hands | Singewilder the dwarven-steel gauntlets (Shrouds) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Physical power: +25 (+6 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 10 nature Changes resistances: +6% nature / +3% fire Changes resistances penetration: +10% acid Changes damage: +5% nature Physical save: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe 'Gleamquake' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% lightning / +6% light Reduces incoming crit damage: 5.00% Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper amethyst ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 2 darkness Changes stats: +5 Wil / +5 Cun / +2 Con Changes resistances: +6% lightning / +22% cold Changes resistances penetration: +20% darkness Changes damage: +6% lightning / +11% cold / +3% darkness / +4% all Spell save: +11 (+6 eff.) Maximum stamina: +12.00 Spell crit. chance: +2% Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Rings can have magical properties. |
| On fingers | copper ring 'Xanerialaith'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +5 Str / +5 Con Stamina each turn: +2.00 Psi when hit: +0.20 Maximum hate: +8.00 Rings can have magical properties. |
| Around neck | grounding copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
| In main hand | flaming dwarven-steel longsword of massacre (Misfortune) (32.5-45.5 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +6 fire Curse of Misfortune Sharp, long, and deadly. |
| Around waist | grounding rough leather belt of recklessness (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Changes resistances: +5% lightning / +6% temporal Critical mult.: +6.00% Curse of Misfortune A belt that goes around your waist. |
| In off hand | steel shield 'Stokekiller' (Nightmares) (0 def, 7 armour, 17.5-21 power, 43 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +43 On weapon hit: * Deal physical damage equal to your armor (33) Damage (Melee): +12 fire Damage (radius 2) on crit: +14 light / +10 fire When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +7 Fatigue: +8% On shield block: * Deals 15 light and fire damage to each enemy blocked Changes stats: +4 Str / +3 Dex Changes resistances: +7% light / +7% fire Changes resistances penetration: +10% fire Changes damage: +3% mind Talent granted: +1 Block Hate when firing a critical mind attack: +1.00 Curse of Nightmares Handheld deflection devices. |
| Cloak | Serpentine Cloak (Nightmares) (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+11 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Curse of Nightmares Cunning and malice seem to emanate from this cloak. |
| Main armor | enlightening steel plate armour of the dragon (Madness) (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +4 Cun / +4 Wil Changes resistances: +6% acid / +7% physical / +6% cold / +5% lightning / +6% fire Talent cooldown: Rush (-5 turns) Mental save: +14 (+5 eff.) Disarm immunity: +26% Stun/Freeze immunity: +22% Knockback immunity: +22% Curse of Madness A suit of armour made of metal plates. |
Inventory
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet 'Glimmerquick'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Cun Changes resistances: +12% lightning Changes resistances penetration: +10% temporal Stun/Freeze immunity: +26% Mindpower: +15 (+5 eff.) Mental crit. chance: +4% Light radius: +3 Amulets can have magical properties. |
marksman's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +24% Maximum life: +23.00 Rings can have magical properties. |
sneakthief's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
steel quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +7 Defense: +9 (+6 eff.) Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Hettygen (Nightmares) (0 def, 4 armour, 13.5-16.2 power, 40 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.5 - 16.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +4 Fatigue: +8% Changes stats: +2 Str / +2 Dex / +2 Wil Changes resistances: +34% lightning Changes damage: +3% mind Talent granted: +1 Block Mana when firing critical spell: +1.00 Maximum mana: +20.00 Maximum vim: +30.00 Curse of Nightmares Handheld deflection devices. |
63 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 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. |
12 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. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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)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 Activation costs 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 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) Activation costs 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. |
iron torque of clear mind [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 176] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging [power 206] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 163 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
ash wand of lightning storm 'Burngasher' [power 206] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +3% fire / +6% nature / +6% darkness Changes damage: +24% fire It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (123 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered ash wand of shielding [power 302] (25 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 25 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Dayreaper (Nightmares) (38.5-57.75 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 38.5 - 57.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +12 blight / +16 arcane When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +5% arcane Light radius: +2 Curse of Nightmares Massive two-handed mauls. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Mother Fucker the Dwarf Cursed level 15
36th Dearth 122nd year of Ascendancy at 02:10 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Mother Fucker the Dwarf Cursed level 21
23rd Iron 123rd year of Ascendancy at 17:50 see stats
Exterminator
Killed 1000 creatures.By Mother Fucker the Dwarf Cursed level 17
19th Loss 122nd year of Ascendancy at 05:09 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mother Fucker the Dwarf Cursed level 25
39th Steel 123rd year of Ascendancy at 04:00 see stats
Level 10
Got a character to level 10.By Mother Fucker the Dwarf Cursed level 10
3rd Wealth 122nd year of Ascendancy at 13:24 see stats
Level 20
Got a character to level 20.By Mother Fucker the Dwarf Cursed level 20
26th Loss 122nd year of Ascendancy at 05:27 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Mother Fucker the Dwarf Cursed level 20
2nd Shortage 122nd year of Ascendancy at 13:10 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Mother Fucker the Dwarf Cursed level 5
18th Voratun 122nd year of Ascendancy at 20:45 see stats
The Arena
Unlocked Arena mode.By Mother Fucker the Dwarf Cursed level 12
10th Wealth 122nd year of Ascendancy at 02:16 see stats
The secret city
Discovered the truth about mages.By Mother Fucker the Dwarf Cursed level 18
22nd Loss 122nd year of Ascendancy at 04:13 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Mother Fucker the Dwarf Cursed level 20
29th Shortage 122nd year of Ascendancy at 07:42 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mother Fucker the Dwarf Cursed level 20
27th Loss 122nd year of Ascendancy at 06:09 see stats
Log
Your movements fuel your rampage! (+1 duration)
Your hatred grows even as your life fades! (+4 hate)
Lava floor burns Mother Fucker!
Grand Corruptor hits Mother Fucker for 70 fire damage.
Mother Fucker is dazed!
Mother Fucker is not dazed anymore.
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+4 hate)
Mother Fucker has shrugged off 40 damage and is ready for more.
Rotting Disease from Grand Corruptor hits Mother Fucker for 41 blight damage.
Decrepitude Disease from Grand Corruptor hits Mother Fucker for 41 blight damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Soul Rot.
Grand Corruptor's spell attains critical power!
Lava floor burns Mother Fucker!
Grand Corruptor receives 125 healing.
Grand Corruptor hits Mother Fucker for 18 fire damage.
Your hatred grows even as your life fades! (+23 hate)
Grand Corruptor deactivates Fearscape.
Grand Corruptor's Soul Rot hits Mother Fucker for 320 blight damage.
Mother Fucker the level 25 dwarf cursed was poxed to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!
Mother Fucker is free from the hex.
Mother Fucker is no longer rampaging.
Mother Fucker's is no longer weakened.
Mother Fucker is free from the rotting disease.
Mother Fucker speeds up.
Mother Fucker is free from the decrepitude disease.







































































