











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 20 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by ultimate gwelgoroth at level 14 on the 71st Dusk 122nd year of Ascendancy at 03:54 0 / 6Killed by greater gwelgoroth at level 14 on the 71st Dusk 122nd year of Ascendancy at 04:16 Killed by snow giant thunderer at level 14 on the 78th Dusk 122nd year of Ascendancy at 15:08 Killed by Wefma the Bringer of Doom at level 15 on the 1st Time of Equilibrium 122nd year of Ascendancy at 02:21 Killed by Blood Master at level 20 on the 45th Pyre 123rd year of Ascendancy at 03:33 Killed by Grand Corruptor at level 20 on the 66th Pyre 123rd year of Ascendancy at 23:08 |
Primary Stats
| Strength | 52 (base 41) |
| Dexterity | 32 (base 15) |
| Constitution | 43 (base 25) |
| Magic | 10 (base 10) |
| Willpower | 56 (base 28) |
| Cunning | 30 (base 10) |
Resources
| Life | -355/576 |
| Hate | 100/100 |
| Healing Factor | 1.2397742564935 |
| Regeneration | 1.5497178206168 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 53 |
| Crit Chance | 17% |
| APR | 3 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +6% |
| Darkness | +6% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 49.883307766991 (81.151787968034%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 33 |
| Physical Save | 26 |
| Spell Save | 21 |
| Mental Save | 35 |
Defense: Resistances
| Darkness | + 16%( 70%) |
| Nature | + 16%( 70%) |
| Fire | + 25%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 48%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 31% |
| Pinning Resistance | 26% |
| Confusion Resistance | 31% |
| Fear Resistance | 31% |
| Disarm Resistance | 48% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 54% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 259 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| 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 294 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by giant acid ant. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by snow giant thunderer. Escort: repented thief (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 17. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | [vs. Frost Treads (1 def, 4 armour) (On feet)]Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+0 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) Movement speed: +20% (-) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | [vs. brass lantern 'Polygakira' (Light source)]brass lantern 'Polygakira' Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +2.0% (-) Changes stats: +3(-) Str / +1(-) Dex Mindpower: +5 (+2 eff.) (-) Mental crit. chance: +1% (-) Light radius: +6 (-) 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 | [vs. dwarven-steel helm 'Freezewind' (0 def, 4 armour) (On head)]dwarven-steel helm 'Freezewind' (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Damage when hit (Melee): 6(-) cold Changes stats: +3(-) Wil / +4(-) Cun / +5(-) Con Changes resistances: +9%(-) cold Mental crit. chance: +2% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. Lisata the Ebonymire (0 def, 2 armour) (On hands)]Lisata the Ebonymire (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Fatigue: +3% (-) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): 0(-20) item blight disease Changes stats: +2(-) Str / +3(-) Wil / +3(-) Con Changes resistances: +5%(-) arcane Changes resistances penetration: +20%(-) darkness / +15%(-) blight Changes damage: +6%(-) arcane Talent masteries: +0.20(-) Technique / Grappling Disarm immunity: +26% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. Unlightradiance the steel torque of mindblast [power 165] (15 cooldown) (Tool)]Unlightradiance the steel torque of mindblast [power 165] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +10 (+5 eff.) (-) Effects on melee hit: * 20% chance to reduce armor by 15% Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 4(-) acid Changes stats: +3(-) Con Changes resistances: +3%(-) darkness It can be used to blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. psionicist's steel ring (On fingers, 1 of 2)]psionicist's steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4(-) Wil Mental save: +8 (+4 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. psionicist's steel ring (On fingers, 1 of 2)]steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-4) Wil Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Disarm immunity: +22% Pinning immunity: +26% Knockback immunity: +23% Maximum life: +21.00 Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. wanderer's steel amulet of willpower (+4) (Around neck)]wanderer's steel amulet of willpower (+4) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% (-) Changes stats: +4(-) Dex / +3(-) Wil / +4(-) Cun / +5(-) Con Life regen: +1.00 (-) Stamina each turn: +0.30 (-) Movement speed: +10% (-) Amulets make your neck look great! |
| In main hand | [vs. Gloomstone the steel longsword (Madness) (16-22 power, 3 apr) (In main hand, 1 of 2)]Gloomstone the steel longsword (Madness) (16-22 power, 3 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +7(-) darkness Damage against: +7% (-)Living When wielded/worn: Accuracy: +10 (+4 eff.) (-) Physical crit. chance: +6.0% (-) Physical power: +8 (+3 eff.) (-) Armour: +4 (-) Changes stats: +2(-) Dex Changes resistances: +6%(-) blight / +9%(-) fire Changes damage: +3%(-) darkness Only die when reaching: -80.00 life (-) Combat speed: +10% (-) Curse of Madness Sharp, long, and deadly. Tap to cycle through comparison choices |
| Around waist | [vs. Rope Belt of the Thaloren (Around waist)]Rope Belt of the Thaloren Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7(-) Cun / +8(-) Wil Talent masteries: +0.20(-) Wild-gift / Harmony Mindpower: +15 (+5 eff.) (-) Mental crit. chance: +15% (-) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | [vs. Coral Spray (8 def, 8 armour, 18-25 power, 48 block) (In off hand)]Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% (-) Block value: +48 (-) Damage (Melee): +10(-) cold When wielded/worn: Armour: +8 (-) Defense: +8 (+4 eff.) (-) Fatigue: +12% (-) On shield block: + 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15%(-) cold / +10%(-) fire Talents granted: +1.00(-) Block Maximum air capacity: +20.00 (-) Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | [vs. linen cloak of Iron Throne (1 def, 0 armour) (Cloak)]linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Str / +2(-) Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Dimswift (10 def, 13 armour) (Main armor)]Dimswift (10 def, 13 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 (-) Defense: +10 (+5 eff.) (-) Fatigue: +12% (-) Effects on melee hit: * 20% chance to reduce armor by 15% Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 4(-) nature Changes stats: +1(-) Cun Changes resistances: +6%(-) darkness Changes damage: +3%(-) darkness Mental save: +13 (+6 eff.) (-) A suit of armour made of mail. |
Inventory
[vs. Infusion: Healing [healing infusion of the warrior (heal 72; cd 12)] (on body)]healing infusion of the duelist (heal 115; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11(-1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 115(-29) then cleanse 1 wound, poison and disease effect. Its effects scale with your -Strength, +Dexterity 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 nature talent. |
[vs. Infusion: Healing [healing infusion of the warrior (heal 72; cd 12)] (on body)]healing infusion of the titan (heal 126; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11(-1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126(-18) then cleanse 1 wound, poison and disease effect. Its effects scale with your -Strength, +Constitution 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 nature talent. |
[vs. Infusion: Regeneration [regeneration infusion of the sneak (heal 191; 17 cd)] (on body, 1 of 2)]regeneration infusion of the sneak (heal 214; 16 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16(-1) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 214(-45) life over 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 nature talent. Tap to cycle through comparison choices |
Prismatic Rune (6 turns; lightning, physical, blight, cold, arcane)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 5 blight, 3 cold, 3 arcane It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Gloomstone the steel longsword (Madness) (16-22 power, 3 apr) (In main hand, 1 of 2)]Woeoozer the dwarven-steel greatmaul (Shrouds) (52-77 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 51.5 - 77.2(+35.5 - +54.9) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-1) Crit. chance: +1.5% (-1.5%) Attack speed: 100% (-) On weapon hit: * 20% chance to reduce damage dealt by 24% On weapon crit: - Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +0(-7) darkness Damage against: +0% (-7% )Living When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-4 eff.)) Physical crit. chance: +0.0% (-6.0%) Physical power: +0 (+0 eff.) (-8 (-3 eff.)) Armour: +0 (-4) Changes stats: +0(-2) Dex / +1 Wil / +2 Con Changes resistances: +3% acid / +0%(-9%) fire / +0%(-6%) blight Changes damage: +0%(-3%) darkness Only die when reaching: +0.00 life (+80.00 life) Light radius: +3 Combat speed: +0% (-10%) Curse of Shrouds Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Gloomstone the steel longsword (Madness) (16-22 power, 3 apr) (In main hand, 1 of 2)]acidic iron greatsword (Shrouds) (13-21 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8(-3.0 - -1.6) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-2) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) On weapon crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 - Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +0(-7) darkness Damage against: +0% (-7% )Living When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-4 eff.)) Physical crit. chance: +0.0% (-6.0%) Physical power: +0 (+0 eff.) (-8 (-3 eff.)) Armour: +0 (-4) Changes stats: +0(-2) Dex Changes resistances: +0%(-6%) blight / +0%(-9%) fire Changes damage: +0%(-3%) darkness Only die when reaching: +0.00 life (+80.00 life) Combat speed: +0% (-10%) Curse of Shrouds Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Gloomstone the steel longsword (Madness) (16-22 power, 3 apr) (In main hand, 1 of 2)]steel longsword of erosion (Madness) (16-22 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon crit: - Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +7 nature / +0(-7) darkness Damage against: +0% (-7% )Living When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-4 eff.)) Physical crit. chance: +0.0% (-6.0%) Physical power: +0 (+0 eff.) (-8 (-3 eff.)) Armour: +0 (-4) Changes stats: +0(-2) Dex Changes resistances: +0%(-6%) blight / +0%(-9%) fire Changes damage: +0%(-3%) darkness Only die when reaching: +0.00 life (+80.00 life) Combat speed: +0% (-10%) Curse of Madness Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. Dimswift (10 def, 13 armour) (Main armor)]impenetrable steel plate armour of acid resistance (0 def, 15 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 (+2) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: +22% (+10%) Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 0(-4) nature Changes stats: +0(-1) Cun Changes resistances: +15% acid / +0%(-6%) darkness Changes damage: +0%(-3%) darkness Mental save: +0 (+0 eff.) (-13 (-6 eff.)) A suit of armour made of metal plates. |
[vs. linen cloak of Iron Throne (1 def, 0 armour) (Cloak)]Glasekira (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +1(-1) Str / +1(-1) Con Changes resistances: +1% physical Cut immunity: +20% Stun/Freeze immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]pair of dwarven-steel boots 'Midegrim' (21 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Defense: +21 (+9 eff.) (+20 (+9 eff.)) Fatigue: +3% (-4%) Changes stats: +0(-4) Str / +1 Dex / +2(-2) Wil / +0(-4) Cun Changes resistances: +3% physical / +0%(-10%) nature / +0%(-20%) cold Changes damage: +0%(-15%) cold Equilibrium when hit: +0.08 Maximum stamina: +30.00 Mental crit. chance: +1% Light radius: +0 (-1) Movement speed: +0% (-20%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. dwarven-steel helm 'Freezewind' (0 def, 4 armour) (On head)]Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 (+2) Fatigue: +4% (-) Damage when hit (Melee): 0(-6) cold Changes stats: +4 Mag / +3(-) Wil / +0(-4) Cun / +0(-5) Con Changes resistances: +10% darkness / +0%(-9%) cold Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Mental crit. chance: +0% (-2%) Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
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. |
2 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. |
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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 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. |
6 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. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
115 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. |
[vs. Unlightradiance the steel torque of mindblast [power 165] (15 cooldown) (Tool)]miner's iron pickaxe (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 0(-4) acid Changes stats: +1 Str / +0(-3) Con Changes resistances: +0%(-3%) darkness Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Unlightradiance the steel torque of mindblast [power 165] (15 cooldown) (Tool)]dwarven-steel pickaxe 'Betatta' (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: -6% Effects on melee hit: * 20% chance to slow global speed by 57% * 20 arcane resource burn Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 10(6) acid Changes stats: +5 Str / +0(-3) Con Changes resistances: +3% lightning / +9% cold / +0%(-3%) darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
[vs. Unlightradiance the steel torque of mindblast [power 165] (15 cooldown) (Tool)]cleansing iron torque of gale force [power 100] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 0(-4) acid Changes stats: +0(-3) Con Changes resistances: +0%(-3%) darkness It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
[vs. Unlightradiance the steel torque of mindblast [power 165] (15 cooldown) (Tool)]steel torque of gale force [power 170] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 0(-4) acid Changes stats: +0(-3) Con Changes resistances: +0%(-3%) darkness It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Unlightradiance the steel torque of mindblast [power 165] (15 cooldown) (Tool)]focusing ash totem of healing [power 188] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 0(-4) acid Changes stats: +0(-3) Con Changes resistances: +0%(-3%) darkness It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By PromCursed the Cornac Cursed level 15
1st Time of Equilibrium 122nd year of Ascendancy at 02:47 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By PromCursed the Cornac Cursed level 11
14th Dusk 122nd year of Ascendancy at 09:42 see stats
Exterminator
Killed 1000 creatures.By PromCursed the Cornac Cursed level 19
22nd Haze 122nd year of Ascendancy at 09:34 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By PromCursed the Cornac Cursed level 19
22nd Haze 122nd year of Ascendancy at 21:50 see stats
Level 10
Got a character to level 10.By PromCursed the Cornac Cursed level 10
5th Dusk 122nd year of Ascendancy at 11:14 see stats
Level 20
Got a character to level 20.By PromCursed the Cornac Cursed level 20
23rd Regrowth 123rd year of Ascendancy at 21:24 see stats
Take you with me
Killed a boss while already dead.By PromCursed the Cornac Cursed level 20
45th Pyre 123rd year of Ascendancy at 03:33 see stats
The Arena
Unlocked Arena mode.By PromCursed the Cornac Cursed level 9
1st Dusk 122nd year of Ascendancy at 09:21 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By PromCursed the Cornac Cursed level 20
45th Pyre 123rd year of Ascendancy at 03:33 see stats
The secret city
Discovered the truth about mages.By PromCursed the Cornac Cursed level 9
7th Flare 122nd year of Ascendancy at 17:55 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By PromCursed the Cornac Cursed level 20
44th Pyre 123rd year of Ascendancy at 15:19 see stats
Treasure Hunter
Amassed 1000 gold pieces.By PromCursed the Cornac Cursed level 18
21st Haze 122nd year of Ascendancy at 12:24 see stats
Log
PromCursed receives 159 healing from Infusion: Healing.
PromCursed wears (replacing focusing ash totem of healing [power 188] (3/15 cooldown)): Unlightradiance the steel torque of mindblast [power 165] (15 cooldown).
Burning from Faeros hits Grand Corruptor for (14 absorbed), 0 fire (0 total damage).
Grand Corruptor casts Blood Spray.
PromCursed is afflicted by a decrepitude disease!
PromCursed is afflicted by a weakness disease!
Grand Corruptor hits PromCursed for 167 blight damage.
Burning from Faeros hits Grand Corruptor for (14 absorbed), 0 fire (0 total damage).
PromCursed begins rampaging!
PromCursed stops regenerating health quickly.
PromCursed regains balance.
Decrepitude Disease from Grand Corruptor hits PromCursed for 39 blight damage.
Weakness Disease from Grand Corruptor hits PromCursed for (36 rampage shugs off), 18 blight (18 total damage).
PromCursed uses Infusion: Regeneration.
PromCursed starts regenerating health quickly.
You feel your rampage slowing down. (-1 duration)
Grand Corruptor casts Blood Grasp.
Grand Corruptor's spell attains critical power!
Grand Corruptor receives 72 healing from Grand Corruptor's Blood Grasp.
Grand Corruptor's Blood Grasp hits PromCursed for 304 blight damage.
The shield around Grand Corruptor crumbles.
Grand Corruptor stops burning.
PromCursed has shrugged off 36 damage and is ready for more.
Decrepitude Disease from Grand Corruptor hits PromCursed for 39 blight damage.
Weakness Disease from Grand Corruptor hits PromCursed for 54 blight damage.
Grand Corruptor casts Drain.
Grand Corruptor's spell attains critical power!
Grand Corruptor hits PromCursed for (36 rampage shugs off), 318 blight (318 total damage).
PromCursed the level 20 cornac cursed was plagued to death by Grand Corruptor on level 2 of Mark of the Spellblaze.











































































