Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 27 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by drem master at level 5 on the 21st Voratun 122nd year of Ascendancy at 13:23 0 / 7Killed by venom drake hatchling at level 7 on the 17th Profit 122nd year of Ascendancy at 10:00 Killed by Xanelrawyn the shadow claw at level 16 on the 11st Dearth 122nd year of Ascendancy at 04:20 Killed by Borius, Avatar of Bearness at level 20 on the 7th Loss 122nd year of Ascendancy at 15:10 Killed by Borius, Avatar of Bearness at level 20 on the 7th Loss 122nd year of Ascendancy at 23:24 Killed by elven blood mage at level 27 on the 14th Steel 123rd year of Ascendancy at 20:41 Killed by elven cultist at level 27 on the 15th Steel 123rd year of Ascendancy at 07:07 |
Primary Stats
| Strength | 56.758756981593 (base 43) |
| Dexterity | 13 (base 10) |
| Constitution | 52 (base 38) |
| Magic | 8 (base 10) |
| Willpower | 62 (base 42) |
| Cunning | 23 (base 10) |
Resources
| Life | -29/974 |
| Mana | 371/396 |
| Hate | 100/100 |
| Healing Factor | 1.1795401849498 |
| Regeneration | 78.746102747248 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 38 |
| Crit Chance | 14% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42.533333333333 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +18% |
| Nature | +18% |
| All | +10% |
Offense: Damage Penetration
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 76.218351481916 (88.454810495627%) |
| Defense | 18.25 |
| Ranged Defense | 20.625 |
| Fatigue | 32 |
| Physical Save | 55.451247086287 |
| Spell Save | 44.929392105101 |
| Mental Save | 47.841666666667 |
Defense: Resistances
| Acid | + 36%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 23%( 73%) |
| Cold | + 23%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 12%( 70%) |
| Mind | + 39%( 70%) |
| Darkness | + 30%( 82%) |
| Arcane | + 16%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Confusion Resistance | 13% |
| Fear Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 732% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 72 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 330 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Cursed / Rampage | 1.00 |
| 4/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Cleave |
| talent | Premonition |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% 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. |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Reduces blight damage received by 11%. Premonition Shield |
| beneficial effect | A flow of life spins around the target, regenerating 65.96 life per turn. Regeneration |
| detrimental effect | The target is infected by a disease, reducing its strength by 10 and doing 36.85 blight damage per turn. Weakness Disease |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.0)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: +20 Darkness Resistance, +12% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 20% 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 20% for 3 turns. |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 5. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
| beneficial effect | The target's skin turns to stone, granting 18 armour, 22 physical save and 22 spell save. Dwarven Resilience |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 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. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +6 Defense, +3 Ranged Defense Power 2+: -1 Luck, +5 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. | 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by brown bear. Escort: lost warrior (level 3 of Norgos Lair) | failed |
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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 69. | active |
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. | 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 has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * '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.' * You've found the needed mummified bone. 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 hummerhorn wing. * You've found the needed vial of squid ink. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | wanderer's pair of dwarven-steel boots (0 def, 4 armour) (Misfortune) wanderer's pair of dwarven-steel boots (0 def, 4 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +2 Con Physical save: +18 Mental save: +12 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Flashzeal' alchemist's lamp 'Flashzeal'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 fire Damage when the wearer is hit: 20 fire Changes resistances penetration: +5% darkness Maximum life: +45.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Elitira the voratun helm (0 def, 5 armour) (Shrouds) Elitira the voratun helm (0 def, 5 armour) (Shrouds)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +2 Str Damage when the wearer is hit: 7 physical Changes resistances: +5% arcane / +6% mind / +9% acid Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 182.73 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Arayawyn the voratun pickaxe (dig speed 8 turns) Arayawyn the voratun pickaxe (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +6 Changes stats: +3 Str Damage when the wearer is hit: 4 physical Maximum encumbrance: +10 Maximum life: +21.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Emyseta the stralite ring Emyseta the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 Armour: +12 Fatigue: -2% Changes stats: +6 Str / +2 Dex Life regen: +0.40 Rings can have magical properties. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Mayann the hardened leather belt (Misfortune) Mayann the hardened leather belt (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 Critical mult.: +10.00% Spell save: +7 Mental save: +3 Confusion immunity: +5% Knockback immunity: +10% Curse of Misfortune A belt that goes around your waist. |
| In main hand | voratun greatmaul 'Fogglamour' (68.5-102.75 power, 4 apr) (Nightmares) voratun greatmaul 'Fogglamour' (68.5-102.75 power, 4 apr) (Nightmares)Requires: - Strength 48 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +14 nature Burst (radius 2) on crit: +4 darkness Damage conversion: 20% darkness Damage against: +21% Animal When wielded/worn: Damage when the wearer is hit: 12 darkness Curse of Nightmares Massive two-handed maul. |
| On hands | heroic dwarven-steel gauntlets of war-making (0 def, 6 armour) (Madness) heroic dwarven-steel gauntlets of war-making (0 def, 6 armour) (Madness)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +6 Critical mult.: +15.00% Mental save: +5 Maximum life: +58.00 Spell crit. chance: +9% Mental crit. chance: +10% Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | enlightening stralite plate armour of acid resistance (7 def, 13 armour) (Shrouds) enlightening stralite plate armour of acid resistance (7 def, 13 armour) (Shrouds)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Changes stats: +6 Cun / +5 Wil Changes resistances: +18% acid Mental save: +15 Curse of Shrouds A suit of armour made of metal plates. |
| Cloak | linen cloak of the guardian (7 def, 4 armour) (Nightmares) linen cloak of the guardian (7 def, 4 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +7 Physical save: +11 Spell save: +11 Mental save: +10 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | savior's steel amulet of the fish savior's steel amulet of the fishInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% cold Allows you to breathe in: water Physical save: +11 Spell save: +12 Mental save: +10 Amulets can have magical properties. |
Inventory
heroism infusion of the psychic (+15 for 7 turns, die at -529) heroism infusion of the psychic (+15 for 7 turns, die at -529)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 7 turns. Also while Heroism is active, you will only die when reaching -529 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
183 alchemist agate 183 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. |
2 onyx 2 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 Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
emerald 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 Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
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, 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 is 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 Acorn Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Grim the Dwarf Cursed level 20
8th Loss 122nd year of Ascendancy at 00:45 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Grim the Dwarf Cursed level 13
24th Wealth 122nd year of Ascendancy at 11:56 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Grim the Dwarf Cursed level 21
27th Shortage 122nd year of Ascendancy at 22:52 see stats
Exterminator
Killed 1000 creatures.By Grim the Dwarf Cursed level 15
6th Dearth 122nd year of Ascendancy at 21:35 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grim the Dwarf Cursed level 21
6th Shortage 122nd year of Ascendancy at 10:19 see stats
Level 10
Got a character to level 10.By Grim the Dwarf Cursed level 10
33rd Profit 122nd year of Ascendancy at 09:03 see stats
Level 20
Got a character to level 20.By Grim the Dwarf Cursed level 20
5th Loss 122nd year of Ascendancy at 00:23 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Grim the Dwarf Cursed level 19
31st Dearth 122nd year of Ascendancy at 21:11 see stats
Size matters
Did over 600 damage in one attack.By Grim the Dwarf Cursed level 26
4th Steel 123rd year of Ascendancy at 02:23 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Grim the Dwarf Cursed level 4
19th Voratun 122nd year of Ascendancy at 15:11 see stats
The Arena
Unlocked Arena mode.By Grim the Dwarf Cursed level 11
36th Profit 122nd year of Ascendancy at 19:31 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Grim the Dwarf Cursed level 19
34th Dearth 122nd year of Ascendancy at 06:22 see stats
The secret city
Discovered the truth about mages.By Grim the Dwarf Cursed level 12
42nd Profit 122nd year of Ascendancy at 22:45 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Grim the Dwarf Cursed level 19
33rd Dearth 122nd year of Ascendancy at 18:58 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Grim the Dwarf Cursed level 27
8th Steel 123rd year of Ascendancy at 18:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Grim the Dwarf Cursed level 18
29th Dearth 122nd year of Ascendancy at 10:41 see stats
Log
Decrepitude Disease from Elven cultist hits Xaniyada the elven mage for 11 blight damage.
Rotting Disease from Elven cultist hits Elven elite warrior for 11 blight damage.
Xaniyada the elven mage activates Chant of Resistance.
Xaniyada the elven mage deactivates Chant of Light.
Talent Frenzy is ready to use.
Grim casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Grim is moving less freely.
Weakness Disease from Elven cultist hits Grim for 9 blight damage.
Elven cultist overcomes the gloom
Elven cultist casts Timeless.
Mean looking elven guard casts Timeless.
Decrepitude Disease from Elven cultist hits Xaniyada the elven mage for 37 blight damage.
Rotting Disease from Elven cultist hits Elven elite warrior for 37 blight damage.
Weakness Disease from Elven cultist hits Grim for 22 blight damage.
Grim hits Elven cultist for 29 darkness, 136 physical, 17 nature, 4 fire (186 total damage).
Elven cultist casts Virulent Disease.
Grim shrugs off the effect 'Rotting Disease'!
Elven cultist misses Grim.
Rotting Disease from Elven cultist hits Elven elite warrior for 37 blight damage.
Elven cultist is lost in despair!
Weakness Disease from Elven cultist hits Grim for 29 blight damage.
Grim hits Elven cultist for 25 darkness, 117 physical, 17 nature, 4 fire (163 total damage).
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Your hatred grows even as your life fades! (+11 hate)
Saving game...
