Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 11 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by orc warrior at level 2 on the 18th Voratun 122nd year of Ascendancy at 05:44 0 / 5Killed by Gysevea the slaver at level 9 on the 18th Profit 122nd year of Ascendancy at 16:52 Killed by Simek the halfling at level 11 on the 23rd Wealth 122nd year of Ascendancy at 22:01 Killed by ritch flamespitter at level 11 on the 5th Dearth 122nd year of Ascendancy at 16:03 Killed by ritch flamespitter at level 11 on the 5th Dearth 122nd year of Ascendancy at 17:50 |
Primary Stats
| Strength | 35 (base 26) |
| Dexterity | 13 (base 10) |
| Constitution | 25 (base 19) |
| Magic | 10 (base 10) |
| Willpower | 28 (base 27) |
| Cunning | 15 (base 10) |
Resources
| Life | -2/347 |
| Hate | 87/100 |
| Stamina | 175/175 |
| Healing Factor | 1.0104090021006 |
| Regeneration | 0.25260225052515 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 10 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 18 |
| Crit Chance | 1% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.3 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +4% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 48.92 (99%) |
| Defense | 20.725 |
| Ranged Defense | 23.225 |
| Fatigue | 35 |
| Physical Save | 22.65 |
| Spell Save | 12.6 |
| Mental Save | 14.35 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Light | + 38%( 70%) |
| Lightning | + 26%( 70%) |
| Darkness | + 19%( 78%) |
| Mind | + 4%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Confusion Resistance | 0% |
| Disarm Resistance | 21% |
| Pinning Resistance | 51% |
| Knockback Resistance | 80% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 12% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 123 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 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 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Level 3 Curse of Madness 3Penalty: Fractured Sanity: -9% Mind Resistance, -12% Confusion Immunity Level 1: Unleashed: +9% critical damage, +12% off-hand weapon damage Level 2: -2 Luck, +5 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target's skin reacts to damage, granting 7 armour and 30% armour hardiness. Thorny Skin |
| beneficial effect | An aura of death surrounds you. Level 2 Curse of Corpses 2Penalty: Fear of Death: -4% resistance against damage from the undead. Level 1: Power over Death: +6% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Stalking Eluta the black jelly. Bonus level 3: +8 attack, +18% melee damage, +1.50 hate/turn prey was hit. Stalking 805/980 +3 |
| beneficial effect | Mayhem and destruction seem to follow you. Level 1 Curse of Misfortune 1Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +2 Defense, +1 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
| beneficial effect | The target ignores pain, reducing all damage taken by 12%. Pain Suppression |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 2 Curse of Shrouds 2Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Level 1: Nightwalker: +8 Darkness Resistance, +8% Max Darkness Resistance, +6 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Heave (+1 level(s)). | done |
You failed to protect the temporal explorer from death by dire wolf. Escort: temporal explorer (level 2 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed giant spider spinneret. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | Eden's Guile (2 def, 1 armour) (Shrouds) Eden's Guile (2 def, 1 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Shrouds It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | stabilizing iron helm (0 def, 3 armour) (Corpses) stabilizing iron helm (0 def, 3 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Physical save: +5 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | sand rough leather gloves (0 def, 6 armour) (Misfortune) sand rough leather gloves (0 def, 6 armour) (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage when the wearer hits(melee): 5 physical Changes damage: +4% physical Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | quick elm totem of thorny skin [power 7] (11/14 cooldown) quick elm totem of thorny skin [power 7] (11/14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 7 and armour hardiness by 30%, placing all other charms into a 14 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Rings can have magical properties. |
| On fingers | warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Rings can have magical properties. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Tibar (12-16.8 power, 3 apr) (Shrouds) Tibar (12-16.8 power, 3 apr) (Shrouds)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Pinning immunity: +30% Stun/Freeze immunity: +25% Knockback immunity: +20% Curse of Shrouds Blunt and deadly. |
| Around waist | Mighty Girdle (Corpses) Mighty Girdle (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Curse of Corpses This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | flaming iron shield of acid resistance (+15%) (4 def, 2 armour, 22 block) (Madness) flaming iron shield of acid resistance (+15%) (4 def, 2 armour, 22 block) (Madness)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Damage when the wearer is hit: 10 fire Changes resistances: +15% acid Talent granted: +1 Block Curse of Madness Handheld deflection devices |
| Cloak | enveloping linen cloak (6 def, 0 armour) (Madness) enveloping linen cloak (6 def, 0 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour of lightning resistance (4 def, 9 armour) (Madness) steel plate armour of lightning resistance (4 def, 9 armour) (Madness)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +16% lightning Curse of Madness A suit of armour made of metal plates. |
Inventory
sneak's sun infusion (rad 6; power 40; turns 5; dispells darkness) sneak's sun infusion (rad 6; power 40; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 20). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 40) for 5 turns. Its effects scale with your Cunning 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. |
anchoring copper amulet of the fish anchoring copper amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal / +12% cold Allows you to breathe in: water Knockback immunity: +20% Amulets can have magical properties. |
wizard's copper ring of arcane power wizard's copper ring of arcane powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Spellpower: +6 Rings can have magical properties. |
steel battleaxe of the leech (20.5-30.75 power, 2 apr) (Corpses) steel battleaxe of the leech (20.5-30.75 power, 2 apr) (Corpses)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +6 slime When wielded/worn: Damage when the wearer is hit: 9 slime Curse of Corpses Massive two-handed battleaxes. |
warbringer's iron battleaxe of nature (9-13.5 power, 1 apr) (Corpses) warbringer's iron battleaxe of nature (9-13.5 power, 1 apr) (Corpses)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 9.0 - 13.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Damage conversion: 32% nature When wielded/worn: Physical power: +8 Changes stats: +3 Con Changes resistances: +4% all Changes resistances penetration: +6% physical / +6% nature Disarm immunity: +14% Curse of Corpses Massive two-handed battleaxes. |
Newly picked up psychic's iron greatmaul (13.5-20.25 power, 1 apr) (Nightmares)psychic's iron greatmaul (13.5-20.25 power, 1 apr) (Nightmares) Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 13.5 - 20.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Mindpower: +6 Curse of Nightmares Massive two-handed maul. |
Newly picked up ash longbow of power (Madness)ash longbow of power (Madness) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +7 When wielded/worn: Changes resistances penetration: +9% physical Changes damage: +11% physical Curse of Madness Longbows are used to shoot arrows at your foes. |
Newly picked up acidic iron longsword of crippling (6.5-9.1 power, 2 apr) (Shrouds)acidic iron longsword of crippling (6.5-9.1 power, 2 apr) (Shrouds) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 6.5 - 9.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +5 acid When wielded/worn: Physical crit. chance: +5.0% Curse of Shrouds Sharp, long, and deadly. |
insidious iron longsword of nature (7-9.8 power, 2 apr) (Corpses) insidious iron longsword of nature (7-9.8 power, 2 apr) (Corpses)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 7.0 - 9.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +13 insidious poison Damage conversion: 29% nature When wielded/worn: Changes resistances: +2% all Changes resistances penetration: +5% nature Curse of Corpses Sharp, long, and deadly. |
Shockusher (3-3.3 power, 12 apr, nature damage) (Shrouds) Shockusher (3-3.3 power, 12 apr, nature damage) (Shrouds)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +12 mind Burst (radius 1) on hit: +24 lightning When wielded/worn: Changes damage: +9% lightning Mindpower: +1 Mental crit. chance: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Undeathnigh (7.5-10.5 power, 2 apr) (Corpses) Undeathnigh (7.5-10.5 power, 2 apr) (Corpses)Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 7.5 - 10.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +12 slime When wielded/worn: Changes damage: +9% nature Spellpower: +14 Spell crit. chance: +4% Curse of Corpses One-handed war axes. |
protective rough leather belt of the titan (Nightmares) protective rough leather belt of the titan (Nightmares)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 Spell save: +6 Curse of Nightmares A belt that goes around your waist. |
mindwoven woollen robe of clarity (0 def, 0 armour) (Corpses) mindwoven woollen robe of clarity (0 def, 0 armour) (Corpses)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Mental save: +15 Mindpower: +2 Mental crit. chance: +2% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding iron helm (0 def, 3 armour) (Misfortune) grounding iron helm (0 def, 3 armour) (Misfortune)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +5% temporal Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spiked steel mail armour of spell shielding (2 def, 6 armour) (Shrouds) spiked steel mail armour of spell shielding (2 def, 6 armour) (Shrouds)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when the wearer is hit: 11 physical Spell save: +13 Curse of Shrouds A suit of armour made of mail. |
cleansing rough leather armour of clarity (1 def, 2 armour) (Misfortune) cleansing rough leather armour of clarity (1 def, 2 armour) (Misfortune)Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +10% nature / +11% blight Mental save: +11 Curse of Misfortune A suit of armour made of leather. |
troll-hide cured leather armour of the sky (5 def, 4 armour) (Madness) troll-hide cured leather armour of the sky (5 def, 4 armour) (Madness)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +5 Ranged Defense: +3 Fatigue: +7% Changes stats: +3 Dex Changes resistances: +11% lightning / +11% cold Life regen: +2.30 Curse of Madness A suit of armour made of leather. |
Boltprophet (4 def, 2 armour, 19.5 block) (Shrouds) Boltprophet (4 def, 2 armour, 19.5 block) (Shrouds)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances penetration: +20% lightning Talent granted: +1 Block Curse of Shrouds Handheld deflection devices |
battle-ranger's quiver of elm arrows of crippling (15/15, 9-12.6 power, 5 apr) battle-ranger's quiver of elm arrows of crippling (15/15, 9-12.6 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 9.0 - 12.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +6.0% Capacity: 15 Special effect when this weapon crits: cripple the target When wielded/worn: Ammo reloads per turns: +2 Arrows are used with bows to pierce your foes to death. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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. |
ash totem of cure poisons [power 2] (11/20 cooldown) ash totem of cure poisons [power 2] (11/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Kindlestake of conjuration [power 55] (11/6 cooldown) Kindlestake of conjuration [power 55] (11/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +12 Changes resistances penetration: +20% physical / +15% fire Changes damage: +12% physical It can be used to fire a bolt of a random element (dam 28-55), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine 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% Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Boddrek the Dwarf Cursed level 10
19th Wealth 122nd year of Ascendancy at 09:03 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Boddrek the Dwarf Cursed level 4
19th Voratun 122nd year of Ascendancy at 06:56 see stats
The secret city
Discovered the truth about mages.By Boddrek the Dwarf Cursed level 11
2nd Dearth 122nd year of Ascendancy at 16:03 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Boddrek the Dwarf Cursed level 9
19th Profit 122nd year of Ascendancy at 06:53 see stats
Log
Turtle misses Boddrek.
Talent Heave is ready to use.
Talent Dominate is ready to use.
Talent Block is ready to use.
Talent Frenzy is ready to use.
Boddrek uses Dominate.
Eluta the black jelly has been dominated!
Eluta the black jelly resists the mind attack!
Eluta the black jelly summons a Ritch Flamespitter!
Boddrek hits Eluta the black jelly for 6 physical, 3 mind, 5 physical damage (total 12.60).
Eluta the black jelly hits Boddrek for 8 physical, 11 fire damage (total 18.30).
Boddrek uses Frenzy.
Boddrek misses Eluta the black jelly.
Boddrek misses Eluta the black jelly.
Eluta the black jelly resists the mind attack!
Boddrek hits Eluta the black jelly for 2 physical, 5 mind, 5 physical, 3 physical, 3 mind, 5 physical, 9 fire damage (total 29.70).
Eluta the black jelly hits Boddrek for 8 physical, 11 fire, 8 physical, 11 fire, 8 fire damage (total 43.65).
Ritch flamespitter uses Flamespit.
Your hatred grows even as your life fades! (+4 hate)
Ritch flamespitter hits Boddrek for 41 fire damage.
Boddrek hits Eluta the black jelly for 8 physical, 5 mind, 5 physical, 9 fire damage (total 24.98).
Eluta the black jelly hits Boddrek for 8 physical, 11 fire, 8 fire damage (total 25.34).
Ritch flamespitter uses Flamespit.
Your hatred grows even as your life fades! (+4 hate)
Saving done.
Saving done.
Saving game...
