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 | Cornac |
| Class | Cursed |
| Level / Exp | 12 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by degenerated skeleton warrior at level 2 on the 75th Pyre 122nd year of Ascendancy at 05:50 0 / 5Killed by brown bear at level 6 on the 2nd Mirth 122nd year of Ascendancy at 02:51 Killed by Aurie the thalore at level 11 on the 6th Dusk 122nd year of Ascendancy at 09:52 Killed by degenerated skeleton warrior at level 11 on the 6th Dusk 122nd year of Ascendancy at 10:51 Killed by Wrathroot at level 12 on the 8th Dusk 122nd year of Ascendancy at 07:08 |
Primary Stats
| Strength | 41 (base 37) |
| Dexterity | 10 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 51 (base 28) |
| Cunning | 14 (base 10) |
Resources
| Life | -31/290 |
| Hate | 100/100 |
| Healing Factor | 1.3 |
| Regeneration | 15.925 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 15 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36.15 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31.92 (69%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 9 |
| Physical Save | 28.0125 |
| Spell Save | 21.6375 |
| Mental Save | 24.9375 |
Defense: Resistances
| Mind | + 11%( 70%) |
| Darkness | + 21%( 78%) |
| Fire | + 19%( 70%) |
| Nature | + 31%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 23%( 75%) |
| Cold | + 45%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Fear Resistance | 15% |
| Stun Resistance | 15% |
| Knockback Resistance | 15% |
| Confusion Resistance | 11% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Predator | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| beneficial effect | You feel your grip on reality slipping. Level 1 Curse of Madness 1Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Level 1: Unleashed: +3% critical damage, +4% off-hand weapon damage Level 2: -1 Luck, +3 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. |
| beneficial effect | The target is hunting creatures of type / sub-type: animal / bear with 100% effectiveness. Kills: 41 / 12 kills, Damage: +9% / +21%, Attack: +2 / +5, Stun: -- / 3.1%, Outmaneuver: 0.0% / 0.0% Predator |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Horrible visions fill your mind. Level 4, Cursed Aura Curse of Nightmares 4: 0%Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 21% when tested. Level 1: Removed from Reality: +5 Physical Resistance, +5 Maximum Physical Resistance Level 2: -3 Luck, +7 Willpower Level 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 13 air and an additional 5 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
| 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 Wrathroot. Bonus level 1: +7 attack, +6% melee damage, +0.50 hate/turn prey was hit. Stalking 1006/1198 +1 |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. 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 lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | 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 Cunning by +2. | done |
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 +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed sandworm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 |
Equipment
| On feet | insulating pair of iron boots (0 def, 3 armour) (Nightmares) insulating pair of iron boots (0 def, 3 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% cold / +6% fire Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | guard's brass lantern guard's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | iron helm of knowledge (0 def, 3 armour) (Nightmares) iron helm of knowledge (0 def, 3 armour) (Nightmares)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +3 Wil Mindpower: +3 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 46 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | copper ring of physical power copper ring of physical power Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Rings can have magical properties. |
| On fingers | psionicist's steel ring of mental power psionicist's steel ring of mental powerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 Mindpower: +5 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters (Shrouds) Girdle of the Calm Waters (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
| In main hand | arcing steel battleaxe (17.5-26.25 power, 2 apr) (Corpses) arcing steel battleaxe (17.5-26.25 power, 2 apr) (Corpses)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +6 lightning Curse of Corpses Massive two-handed battleaxes. |
| On hands | alchemist's iron gauntlets (0 def, 1 armour) (Shrouds) alchemist's iron gauntlets (0 def, 1 armour) (Shrouds)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Wil / +2 Mag Damage when the wearer hits(melee): 3 fire / 3 cold / 3 lightning / 3 acid Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | spiked steel plate armour (4 def, 9 armour) (Madness) spiked steel plate armour (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% Damage when the wearer is hit: 10 physical Curse of Madness A suit of armour made of metal plates. |
| Cloak | thick linen cloak of the Shaloren (1 def, 5 armour) (Corpses) thick linen cloak of the Shaloren (1 def, 5 armour) (Corpses)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes stats: +1 Wil / +2 Mag Changes resistances: +11% cold Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
sneak's healing infusion (heal 123) sneak's healing infusion (heal 123)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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 123 life. 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. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 Rings can have magical properties. |
steel dagger of crippling (8.5-11.05 power, 6 apr) (Shrouds) steel dagger of crippling (8.5-11.05 power, 6 apr) (Shrouds)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 8.5 - 11.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +6.0% Curse of Shrouds Sharp, short and deadly. |
thought-forged iron dagger of phasing (5.5-7.15 power, 10 apr) (Madness) thought-forged iron dagger of phasing (5.5-7.15 power, 10 apr) (Madness)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.5 - 7.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +8% Damage when this weapon hits: +6 mind Damage conversion: 20% mind When wielded/worn: Changes stats: +2 Wil Curse of Madness Sharp, short and deadly. |
iron longsword of crippling (7-9.8 power, 2 apr) (Nightmares) iron longsword of crippling (7-9.8 power, 2 apr) (Nightmares)Requires: - Strength 11 Crafted by a master 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% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +6.0% Curse of Nightmares Sharp, long, and deadly. |
slime-covered iron longsword of projection (6-8.4 power, 2 apr) (Corpses) slime-covered iron longsword of projection (6-8.4 power, 2 apr) (Corpses)Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 6.0 - 8.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +6 mind / +6 slime Curse of Corpses It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Sharp, long, and deadly. |
Yveganne (12-16.8 power, 3 apr) (Shrouds) Yveganne (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: Changes resistances: +15% lightning / +9% light Changes damage: +18% mind Blindness immunity: +20% Curse of Shrouds Blunt and deadly. |
iron mace of massacre (13.5-18.9 power, 2 apr) (Corpses) iron mace of massacre (13.5-18.9 power, 2 apr) (Corpses)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Curse of Corpses Blunt and deadly. |
elm starstaff of might (10-12 power, 2 apr, physical damage) (Nightmares) elm starstaff of might (10-12 power, 2 apr, physical damage) (Nightmares)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +4% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, blight damage) (Shrouds) elm vilestaff (10-12 power, 2 apr, blight damage) (Shrouds)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Blight Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
shimmering ash vilestaff (15-18 power, 3 apr, acid damage) (Misfortune) shimmering ash vilestaff (15-18 power, 3 apr, acid damage) (Misfortune)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Acid Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid Talent granted: +1 Command Staff Maximum mana: +33.00 Spellpower: +6 Spell crit. chance: +2% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Eilinuritira (13-18.2 power, 3 apr) (Corpses) Eilinuritira (13-18.2 power, 3 apr) (Corpses)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Defense: +16 Damage when the wearer is hit: 12 mind Changes resistances: +9% cold Curse of Corpses One-handed war axes. |
Mighty Girdle (Misfortune) Mighty Girdle (Misfortune)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 Misfortune 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. |
linen robe of corrosion (+16%) (0 def, 0 armour) (Shrouds) linen robe of corrosion (+16%) (0 def, 0 armour) (Shrouds)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% acid Changes damage: +11% acid Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blighted rough leather gloves of dexterity (+2) (0 def, 1 armour) (Misfortune) blighted rough leather gloves of dexterity (+2) (0 def, 1 armour) (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 6 blight Changes resistances: +6% blight Changes damage: +3% blight Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Korikath (0 def, 1 armour) (Shrouds) Korikath (0 def, 1 armour) (Shrouds)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when the wearer is hit: 20 mind Changes resistances: +15% mind Curse of Shrouds A cap made of leather. |
grounding iron helm of constitution (+3) (0 def, 3 armour) (Shrouds) grounding iron helm of constitution (+3) (0 def, 3 armour) (Shrouds)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% lightning / +6% temporal Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour) (Corpses) rough leather cap (0 def, 1 armour) (Corpses)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Curse of Corpses A cap made of leather. |
insidious quiver of ash arrows (10/10, 16.5-23.1 power, 7 apr) insidious quiver of ash arrows (10/10, 16.5-23.1 power, 7 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 16.5 - 23.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 10 Damage when this weapon hits(ranged): +15 insidious poison Arrows are used with bows to pierce your foes to death. |
2 agate 2 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 Gems can be sold for money or used in arcane rituals. |
opal 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 Gems can be sold for money or used in arcane rituals. |
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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
bright brass lantern bright brass lanternCrafted by a master 2.00 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
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. |
amethyst 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% Gems can be sold for money or used in arcane rituals. |
supercharged elm wand of conjuration [power 62] (8 cooldown) supercharged elm wand of conjuration [power 62] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 31-62), placing all other charms into a 8 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10
Got a character to level 10.By Unreliant the Cornac Cursed level 10
3rd Flare 122nd year of Ascendancy at 21:20 see stats
The Arena
Unlocked Arena mode.By Unreliant the Cornac Cursed level 5
76th Pyre 122nd year of Ascendancy at 12:44 see stats
The secret city
Discovered the truth about mages.By Unreliant the Cornac Cursed level 11
5th Dusk 122nd year of Ascendancy at 05:48 see stats
Log
Wrathroot hits terror for 17 cold damage.
Wrathroot hits Porawe the grizzly bear for 13 cold damage.
Wrathroot hits terror for 29 cold damage.
Wrathroot hits terror for 29 cold damage.
Porawe the grizzly bear hits Iceblock for 0 arcane damage.
Porawe the grizzly bear hits Iceblock for 55 physical damage.
Terror shrugs off the effect 'Frozen'!
Terror is free from the ice.
Your hatred grows even as your life fades! (+4 hate)
Wrathroot hits terror for 29 cold damage.
Wrathroot hits Unreliant for 16 cold damage.
Wrathroot hits terror for 17 cold damage.
Wrathroot hits terror for 17 cold damage.
Your summoned terror disappears.
Porawe the grizzly bear is free from the ice.
Porawe the grizzly bear uses Dominate.
Wrathroot uses Block.
Your hatred grows even as your life fades! (+4 hate)
Wrathroot hits terror for 17 cold damage.
Wrathroot hits Unreliant for 16 cold damage.
Talent Slam is ready to use.
Your summoned terror disappears.
Wrathroot casts Freeze.
Your hatred grows even as your life fades! (+10 hate)
Saving done.
Saving done.
Saving game...
