












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 32 / 67% |
| Size | huge |
| Lifes / Deaths | Killed by snow giant thunderer at level 17 on the 22nd Dusk 122nd year of Ascendancy at 19:12 0 / 7Killed by The Master at level 24 on the 1st Time of Equilibrium 122nd year of Ascendancy at 22:36 Killed by elder vampire at level 24 on the 1st Time of Equilibrium 122nd year of Ascendancy at 23:16 Killed by orc master assassin at level 25 on the 3rd Haze 122nd year of Ascendancy at 21:53 Killed by elven cultist at level 29 on the 10th Haze 122nd year of Ascendancy at 02:42 Killed by Aradhewyn the skeleton magus at level 29 on the 38th Haze 122nd year of Ascendancy at 14:58 Killed by Doomed Shade of Aireen at level 32 on the 75th Pyre 123rd year of Ascendancy at 08:02 |
Primary Stats
| Strength | 163 (base 60) |
| Dexterity | 23 (base 10) |
| Constitution | 33 (base 10) |
| Magic | 19 (base 10) |
| Willpower | 78 (base 60) |
| Cunning | 26 (base 18) |
Resources
| Life | -153/823 |
| Hate | 100/100 |
| Healing Factor | 1.1789294477288 |
| Regeneration | 0.2947323619322 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +107% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 178 |
| Accuracy | 53 |
| Crit Chance | 39% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 53 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +29% |
| Lightning | +21% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Cold | +15% |
| Fire | +39% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 97.084537089062 (100%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 29 |
| Mental Save | 43 |
Defense: Resistances
| Blight | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 13%( 70%) |
| All | + 7%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 16%( 70%) |
| Physical | + 18%( 70%) |
| Mind | + 52%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Confusion Resistance | 80% |
| Fear Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 387 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 91 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 and physical effect and reduce all damage taken by 50% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.50 |
| 2/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
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 Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by barrow wight. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lost defiler from death by bandit. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You failed to protect the temporal explorer from death by crimson ooze. Escort: temporal explorer (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Strength by +5. | 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 have explored the Daikara and vanquished the huge fire 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 defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Mayera (Misfortune) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +2.0% Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 21% Changes stats: +6 Str / +7 Con Changes damage: +12% physical Critical mult.: +10.00% Maximum stamina: +20.00 Size category: +1 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. |
| Quiver | Crackledeath (15/15, 14-17 power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 15 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 211 nature damage and pinning them for 3 turns Damage (Ranged): +8 lightning Damage (radius 1) on hit: +12 lightning / +16 mind / +20 darkness Damage (radius 2) on crit: +8 darkness Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
| On head | dwarven-steel helm 'Boltwreck' (Nightmares) (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+7 eff.) Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +12 Fatigue: +4% Changes stats: +5 Str / +4 Con Changes damage: +9% lightning Mental save: +12 (+4 eff.) Only die when reaching: -40.00 life Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic dwarven-steel gauntlets of war-making (Misfortune) (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Armour: +6 Fatigue: +3% Critical mult.: +8.00% Mental save: +7 (+2 eff.) Maximum life: +54.00 Spell crit. chance: +7% Mental crit. chance: +8% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Cracklefury [power 79] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Changes resistances: +6% temporal / +1% physical Changes damage: +12% lightning Reduces incoming crit damage: 15.00% Confusion immunity: +20% It can be used to harden the skin for 7 turns increasing armour by 79 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Armour: +6 Defense: +7 (+3 eff.) Changes stats: +3 Str 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 make your fingers look great! |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | BreezewardInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +9% light / +5% arcane / +6% cold / +9% nature / +18% mind Confusion immunity: +22% Amulets make your neck look great! |
| In main hand | Emedhewyn the Scaldminister (Madness) (46-64 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +40 fire When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 2 cold Changes stats: +3 Str / +6 Dex / +9 Mag / +7 Wil / +8 Cun / +5 Con Changes resistances penetration: +15% cold / +39% fire Changes damage: +9% fire Global speed: +7% Curse of Madness Blunt and deadly. |
| Around waist | Silibeth (Shrouds)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +10 (+4 eff.) Changes stats: +3 Str Changes resistances: +6% blight / +3% temporal Physical save: +8 (+3 eff.) Only die when reaching: -20.00 life Mindpower: +4 (+1 eff.) Curse of Shrouds A belt that goes around your waist. |
| In off hand | stralite shield 'Cuthelaleg' (Corpses) (0 def, 17 armour, 56-67 power, 181 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 55.5 - 66.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +181 On weapon hit: * Deal physical damage equal to your armor (97) On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 temporal Damage (radius 1) on hit: +12 temporal When wielded/worn: Physical crit. chance: +9.0% Physical power: +10 (+2 eff.) Armour: +17 Fatigue: +8% Changes stats: +1 Dex / +1 Con Changes resistances penetration: +15% temporal Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
| Cloak | Takalthorab (Shrouds) (18 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +18 (+7 eff.) Changes stats: +4 Str / +6 Dex / +6 Con Talent mastery: +0.20 Technique / Combat training Reduces incoming crit damage: 15.00% Spell save: +6 (+3 eff.) Stamina each turn: +0.80 Light radius: +3 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. |
| Main armor | impenetrable steel plate armour of stability (Madness) (0 def, 16 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +6% physical Physical save: +12 (+4 eff.) Curse of Madness A suit of armour made of metal plates. |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
serendipitous steel amulet of perfection (0.14 Cursed / Strife,0.14 Cursed / Cursed form)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+2 eff.) Changes stats: +7 Lck Talent masteries: +0.14 Cursed / Strife +0.14 Cursed / Cursed form Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
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 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +4 Con Rings make your fingers look great! |
Drygund the Crackleenvy (Nightmares) (70-104 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 69.5 - 104.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +16 lightning / +16 darkness When wielded/worn: Defense: +20 (+7 eff.) Changes resistances: +6% fire Disease immunity: +10% Healing mod.: +10% Curse of Nightmares Massive two-handed battleaxes. |
Zanosarab the Ebonyblast (Misfortune) (58-88 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 darkness Damage (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +19 (+6 eff.) Changes stats: +5 Str / +7 Dex / +3 Mag / +2 Wil Combat speed: +10% Curse of Misfortune Massive two-handed battleaxes. |
Poxwar the dwarven-steel greatmaul (Misfortune) (42-63 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 60% Damage (Melee): +32 nature Damage (radius 1) on hit: +4 fire Damage (radius 2) on crit: +8 nature When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +5% nature Light radius: +1 Curse of Misfortune Massive two-handed mauls. |
Cyrymina (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 arcane Changes damage: +3% arcane Reduces incoming crit damage: 10.00% Cut immunity: +10% Disarm immunity: +10% Stun/Freeze immunity: +10% Movement speed: +25% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ximivena the dwarven-steel gauntlets (Corpses) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 fire Changes resistances: +7% fire / +5% arcane / +9% temporal Changes damage: +5% fire Reduces incoming crit damage: 5.00% Pinning immunity: +20% Only die when reaching: -20.00 life Maximum life: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (Corpses) (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Curse of Corpses A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Salewen the Rootwasp (Misfortune) (0 def, 21 armour, 30-36 power, 78.5 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 When wielded/worn: Armour: +21 Fatigue: +8% Damage when hit (Melee): 4 nature Changes resistances: +20% lightning / +3% temporal / +15% light / +6% darkness Talent granted: +1 Block Mental save: +6 (+2 eff.) Curse of Misfortune Handheld deflection devices. |
Willowbraid (Madness) (0 def, 6 armour, 30-36 power, 76 block)Requires: - Shield usage training - Strength 24 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 On weapon hit: * 10% chance to slow global speed by 60% Damage (Melee): +12 fire Damage (radius 1) on hit: +16 nature / +15 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 4 fire Changes resistances: +7% acid / +7% cold / +7% fire / +12% arcane / +10% lightning Changes damage: +3% fire Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
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. |
513 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. |
5 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. |
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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 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. |
4 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
6 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
6 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. |
Ximina the Umbraqueen [power 200] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +4 Mag / +11 Con Changes resistances penetration: +15% darkness Reduces incoming crit damage: 15.00% It can be used to create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
3 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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Aireen the Cornac Cursed level 30
5th Pyre 123rd year of Ascendancy at 17:27 see stats
Against all odds
Killed Ukruk in the ambush.By Aireen the Cornac Cursed level 27
5th Haze 122nd year of Ascendancy at 18:20 see stats
Brave new world
Went to the Far East and took part in the war.By Aireen the Cornac Cursed level 32
37th Pyre 123rd year of Ascendancy at 23:57 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Aireen the Cornac Cursed level 21
48th Dusk 122nd year of Ascendancy at 23:50 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Aireen the Cornac Cursed level 31
27th Pyre 123rd year of Ascendancy at 22:24 see stats
Exterminator
Killed 1000 creatures.By Aireen the Cornac Cursed level 18
24th Dusk 122nd year of Ascendancy at 15:08 see stats
Level 10
Got a character to level 10.By Aireen the Cornac Cursed level 10
6th Mirth 122nd year of Ascendancy at 22:06 see stats
Level 20
Got a character to level 20.By Aireen the Cornac Cursed level 20
26th Dusk 122nd year of Ascendancy at 22:31 see stats
Level 30
Got a character to level 30.By Aireen the Cornac Cursed level 30
47th Regrowth 123rd year of Ascendancy at 10:46 see stats
Poisonous
Sided with the assassin lord.By Aireen the Cornac Cursed level 22
68th Dusk 122nd year of Ascendancy at 22:35 see stats
Size is everything
Did over 1500 damage in one attack.By Aireen the Cornac Cursed level 30
27th Pyre 123rd year of Ascendancy at 05:48 see stats
Size matters
Did over 600 damage in one attack.By Aireen the Cornac Cursed level 22
76th Dusk 122nd year of Ascendancy at 14:30 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Aireen the Cornac Cursed level 32
34th Pyre 123rd year of Ascendancy at 17:26 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Aireen the Cornac Cursed level 30
48th Regrowth 123rd year of Ascendancy at 08:03 see stats
The secret city
Discovered the truth about mages.By Aireen the Cornac Cursed level 20
34th Dusk 122nd year of Ascendancy at 08:07 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Aireen the Cornac Cursed level 30
47th Regrowth 123rd year of Ascendancy at 23:48 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Aireen the Cornac Cursed level 27
6th Haze 122nd year of Ascendancy at 12:14 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Aireen the Cornac Cursed level 18
23rd Dusk 122nd year of Ascendancy at 14:54 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Aireen the Cornac Cursed level 25
4th Haze 122nd year of Ascendancy at 22:08 see stats
Log
Harass Prey is still on cooldown for 1 turns.
Doomed Shade of Aireen notices you at the last moment!
Doomed Shade of Aireen repels an attack from Aireen.
Aireen has shrugged off 54 damage and is ready for more.
Aireen is free from the worm rot.
A carrion worm mass bursts out of Aireen!
Aireen is no longer pinned.
Rak'Shor Cultist is weakened by the gloom.
Talent Dominate is ready to use.
Talent Harass Prey is ready to use.
Doomed Shade of Aireen is fully armored again.
Mindrot hits Carrion worm mass for 2 mind, 4 darkness (6 total damage).
Mindrot hits Doomed Shade of Aireen for 3 mind, 3 darkness (6 total damage).
Mindrot hits Rak'Shor Cultist for 3 mind, 3 darkness (7 total damage).
Mindrot hits Aireen for 0 mind, 0 darkness (0 total damage).
Mindrot hits Animated Shadowblow (Nightmares) (76-122 power, 4 apr) for 1 mind, 1 darkness (1 total damage).
Doomed Shade of Aireen's creeping dark hits Aireen for 9 darkness damage.
Worm Rot from Rak'Shor Cultist hits Aireen for 0 blight, 0 acid (0 total damage).
Rak'Shor Cultist hits Aireen for 0 blight damage.
Doomed Shade of Aireen uses Dominate.
Aireen has been dominated!
Doomed Shade of Aireen performs a melee critical strike against Aireen!
Doomed Shade of Aireen hits Aireen for 202 physical damage.
Doomed Shade of Aireen hits Animated Shadowblow (Nightmares) (76-122 power, 4 apr) for 10 fire damage.
Melee retaliation hits Doomed Shade of Aireen for 5 nature, 1 cold, 5 nature, 1 cold (13 total damage).
Aireen the level 32 cornac cursed was decapitated to death by a Doomed Shade of Aireen but nobody knew why her suddenly became evil on level 3 of Shadow Crypt.
You feel your rampage slowing down. (-1 duration)
You feel your rampage slowing down. (-1 duration)
You feel your rampage slowing down. (-1 duration)
Doomed Shade of Aireen is no longer being stalked by Aireen.






















































































