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 | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 23 / 37% |
| Size | big |
| Lifes / Deaths | Killed by Glunor the shadow stalker at level 9 on the 1st Mirth 122nd year of Ascendancy at 13:17 0 / 5Killed by shadow at level 9 on the 1st Mirth 122nd year of Ascendancy at 13:52 Killed by shadow claw at level 9 on the 1st Mirth 122nd year of Ascendancy at 16:32 Killed by Kyless at level 9 on the 2nd Mirth 122nd year of Ascendancy at 03:32 Killed by Sandworm Queen at level 16 on the 5th Flare 122nd year of Ascendancy at 08:14 |
Primary Stats
| Strength | 76 (base 48) |
| Dexterity | 19 (base 10) |
| Constitution | 29 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 58 (base 53) |
| Cunning | 20 (base 10) |
Resources
| Life | 523/670 |
| Mana | 310/352 |
| Hate | 40/100 |
| Healing Factor | 1.0220560147022 |
| Regeneration | 1.430878420583 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Stealth | 8 |
| See Invisible | 29 |
Offense: Mainhand
| Damage | 125 |
| Accuracy | 28 |
| Crit Chance | 4% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21.5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45.533333333333 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +15% |
| All | 0% |
| Physical | +9% |
| Cold | +15% |
| Nature | +11% |
Offense: Damage Penetration
| Darkness | +10% |
| Lightning | +20% |
Defense: Base
| Armour (hardiness) | 38.92 (89%) |
| Defense | 15.35 |
| Ranged Defense | 17.35 |
| Fatigue | 32 |
| Physical Save | 34.2625 |
| Spell Save | 21.6375 |
| Mental Save | 21.0375 |
Defense: Resistances
| Blight | + 32%( 70%) |
| Physical | + 28%( 72%) |
| Cold | + 32%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 46%( 86%) |
| Mind | + 38%( 70%) |
| Lightning | + 25%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Confusion Resistance | 41% |
| Fear Resistance | 45% |
| Knockback Resistance | 45% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 288 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Premonition |
| talent | Gloom |
| talent | Cleave |
| talent | Stalk |
| 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: horror / temporal with 100% effectiveness. Kills: 1 / 32 kills, Damage: +9% / +21%, Attack: +2 / +5, Stun: -- / 3.1%, Outmaneuver: 4.0% / 10.0% Predator |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 4, Cursed Aura Curse of Shrouds 4Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Level 1: Nightwalker: +16 Darkness Resistance, +16% Max Darkness Resistance, +10 See Invisible Level 2: -3 Luck, +7 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% 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. |
| beneficial effect | The target is mimicking a previous victim. (+2 Strength, +1 Dexterity, +2 Magic, +1 Willpower, +0 Cunning, +1 Constitution) Mimic |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Passing |
| beneficial effect | An aura of death surrounds you. Level 1 Curse of Corpses 1Penalty: Fear of Death: -2% resistance against damage from the undead. Level 1: Power over Death: +4% 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 | Horrible visions fill your mind. Level 1 Curse of Nightmares 1Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Level 1: Removed from Reality: +2 Physical Resistance, +2 Maximum Physical Resistance Level 2: -1 Luck, +3 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 10 air and an additional 3 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 | Mayhem and destruction seem to follow you. Level 2 Curse of Misfortune 2Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +4 Defense, +2 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. |
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 grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower 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. 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 Dragon. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
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 shadow has asked that you come back as soon as possible. The fortress's current energy level is: 59. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) (Nightmares) Frost Treads (1 def, 4 armour) (Nightmares)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Curse of Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +15% light Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 Mindpower: +10 Light radius: +10 It can be used to release the absorbed darkness, costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | bladed hardened leather cap of trickery (0 def, 3 armour) (Misfortune) bladed hardened leather cap of trickery (0 def, 3 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +3% Changes stats: +3 Str / +2 Dex / +3 Cun Damage when the wearer is hit: 7 physical Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 244.49 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| Tool | Tempestquench of trap destruction [power 39] (15 cooldown) Tempestquench of trap destruction [power 39] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 12 lightning Damage when the wearer is hit: 16 lightning Changes resistances: +12% lightning Changes resistances penetration: +20% lightning It can be used to try to disarm any known traps in a line (disarm power 39), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | gladiator's steel ring of sensing gladiator's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +4 Str / +5 Con Blindness immunity: +26% See stealth: +8 See invisible: +9 Rings can have magical properties. |
| Around waist | monstrous rough leather belt of life (Corpses) monstrous rough leather belt of life (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 Changes stats: +4 Str / +3 Con Physical save: +5 Life regen: +0.30 Healing mod.: +11% Size category: +1 Curse of Corpses A belt that goes around your waist. |
| In main hand | Sootvengeance (36.5-58.4 power, 2 apr) (Shrouds) Sootvengeance (36.5-58.4 power, 2 apr) (Shrouds)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +16 darkness When wielded/worn: Damage when the wearer is hit: 20 darkness Changes resistances: +20% blight Curse of Shrouds Massive two-handed swords. |
| On hands | naturalist's dwarven-steel gauntlets of sorrow (0 def, 2 armour) (Madness) naturalist's dwarven-steel gauntlets of sorrow (0 def, 2 armour) (Madness)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when the wearer hits(melee): 15 mind / 15 darkness / 5 nature Changes resistances: +6% nature Changes damage: +5% nature Mental save: -14 Mindpower: +3 Curse of Madness It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5.00 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | fortifying steel plate armour of Eyal (4 def, 9 armour) (Misfortune) fortifying steel plate armour of Eyal (4 def, 9 armour) (Misfortune)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +3 Str / +3 Con Life regen: +0.70 Maximum life: +71.00 Healing mod.: +12% Curse of Misfortune A suit of armour made of metal plates. |
| Cloak | Wrap of Stone (0 def, 10 armour) (Shrouds) Wrap of Stone (0 def, 10 armour) (Shrouds)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 Curse of Shrouds It can be used to activate talent Stone Wall (costing 50 power out of 50/50) : Effective talent level: 1.2 Power cost: 50 out of 50/50. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Duration will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Inventory
psychic's movement infusion (944% speed; 5 turns) psychic's movement infusion (944% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 944% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's regeneration infusion (heal 328 over 5 turns) psychic's regeneration infusion (heal 328 over 5 turns)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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 328 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
titan's sun infusion (rad 7; power 57; turns 5; dispells darkness) titan's sun infusion (rad 7; power 57; 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 28). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 57) for 5 turns. Its effects scale with your 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 ability. |
Rune of the Rift (382.00 temporal damage, removed from time 4 turns) Rune of the Rift (382.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 382.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
duelist's teleportation rune (range 39) duelist's teleportation rune (range 39)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 39 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 6) phase door rune (range 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
psychic's vision rune (radius 12) psychic's vision rune (radius 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 18) for 16 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
sneak's manasurge rune (834% regen over 10 turns; 42 instant mana) sneak's manasurge rune (834% regen over 10 turns; 42 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 834% over 10 turns and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
warrior's phase door rune (range 12) warrior's phase door rune (range 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
cleansing copper amulet cleansing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature Poison immunity: +20% Amulets can have magical properties. |
inertial gold amulet of strength (+5) inertial gold amulet of strength (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Pinning immunity: +28% Stamina each turn: +0.40 Amulets can have magical properties. |
marksman's steel ring of arcana(+0.14/turn) marksman's steel ring of arcana(+0.14/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Silence immunity: +20% Mana each turn: +0.14 Rings can have magical properties. |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +5 Spell save: +5 Mental save: +5 Rings can have magical properties. |
solipsist's gold ring solipsist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Wil Mindpower: +6 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
thought-forged steel greatmaul of daylight (26-39 power, 2 apr) (Nightmares) thought-forged steel greatmaul of daylight (26-39 power, 2 apr) (Nightmares)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +9 mind / +8 light Damage conversion: 35% mind Damage against: +11% Undead When wielded/worn: Changes stats: +3 Wil Curse of Nightmares Massive two-handed maul. |
Shadeimmortal (23-36.8 power, 2 apr) (Madness) Shadeimmortal (23-36.8 power, 2 apr) (Madness)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +17 darkness Damage against: +20% Humanoid When wielded/worn: Physical crit. chance: +6.0% Changes resistances penetration: +10% darkness Mental crit. chance: +2% Curse of Madness Massive two-handed swords. |
steel greatsword 'Balegogrim' (31.5-50.4 power, 2 apr) (Corpses) steel greatsword 'Balegogrim' (31.5-50.4 power, 2 apr) (Corpses)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 31.5 - 50.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +9 mind When wielded/worn: Accuracy: +10 Defense: +9 Changes stats: +2 Wil Critical mult.: +5.00% Psi when firing a critical mind attack: +1.00 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. Massive two-handed swords. |
Staff of Arcane Supremacy (20-24 power, 4 apr, arcane damage) (Nightmares) Staff of Arcane Supremacy (20-24 power, 4 apr, arcane damage) (Nightmares)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 Curse of Nightmares It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
thick cashmere cloak of resilience (2 def, 5 armour) (Madness) thick cashmere cloak of resilience (2 def, 5 armour) (Madness)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +2 Changes resistances: +10% cold Maximum life: +35.00 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. |
Vestments of the Conclave (0 def, 0 armour) (Corpses) Vestments of the Conclave (0 def, 0 armour) (Corpses)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% Curse of Corpses An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
insulating pair of iron boots of uncanny dodging (2 def, 3 armour) (Corpses) insulating pair of iron boots of uncanny dodging (2 def, 3 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +2 Fatigue: +2% Changes resistances: +5% fire / +5% cold Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating rough leather cap of strength (+3) (0 def, 1 armour) (Corpses) insulating rough leather cap of strength (+3) (0 def, 1 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +6% fire / +6% cold Curse of Corpses A cap made of leather. |
stabilizing dwarven-steel helm of constitution (+4) (0 def, 4 armour) (Shrouds) stabilizing dwarven-steel helm of constitution (+4) (0 def, 4 armour) (Shrouds)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con Physical save: +5 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Thalore-Wood Cuirass (4 def, 10 armour) (Misfortune) Thalore-Wood Cuirass (4 def, 10 armour) (Misfortune)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil Changes resistances: +18% nature / +18% cold / +18% darkness Healing mod.: +25% Curse of Misfortune Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
5 agate 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 Gems can be sold for money or used in arcane rituals. |
101 alchemist agate 101 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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 Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
3 opal 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 Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 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. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
healer's alchemist's lamp of the forge healer's alchemist's lamp of the forgeInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 13 dreamforge Damage when the wearer is hit: 15 dreamforge Light radius: +3 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 11 fire 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. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
quick dwarven-steel torque of psychoportation [power 24] (20 cooldown) quick dwarven-steel torque of psychoportation [power 24] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 24), placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
natural ash totem of thorny skin [power 16] (20 cooldown) natural ash totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to hardens the skin for 6 turns increasing armour by 16 and armour hardiness by 40%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of thorny skin [power 12] (25 cooldown) supercharged elm totem of thorny skin [power 12] (25 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 12 and armour hardiness by 30%, placing all other charms into a 25 cooldown. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of thorny skin [power 12] (25 cooldown) supercharged elm totem of thorny skin [power 12] (25 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 12 and armour hardiness by 30%, placing all other charms into a 25 cooldown. Natural totems are made by powerful wilders to store nature power. |
Iron Acorn Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
5 amethyst 5 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 trap destruction [power 23] (20 cooldown) supercharged elm wand of trap destruction [power 23] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to try to disarm any known traps in a line (disarm power 23), placing all other charms into a 20 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine 7 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. |
3 citrine 3 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. |
zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Honezib the Cornac Cursed level 18
16th Dusk 122nd year of Ascendancy at 03:54 see stats
Exterminator
Killed 1000 creatures.By Honezib the Cornac Cursed level 22
42nd Dusk 122nd year of Ascendancy at 01:42 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Honezib the Cornac Cursed level 22
42nd Dusk 122nd year of Ascendancy at 01:14 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Honezib the Cornac Cursed level 16
1st Summertide 122nd year of Ascendancy at 03:07 see stats
Level 10
Got a character to level 10.By Honezib the Cornac Cursed level 10
2nd Mirth 122nd year of Ascendancy at 05:11 see stats
Level 20
Got a character to level 20.By Honezib the Cornac Cursed level 20
16th Dusk 122nd year of Ascendancy at 11:23 see stats
Poisonous
Sided with the assassin lord.By Honezib the Cornac Cursed level 23
46th Dusk 122nd year of Ascendancy at 05:30 see stats
The secret city
Discovered the truth about mages.By Honezib the Cornac Cursed level 12
3rd Mirth 122nd year of Ascendancy at 16:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Honezib the Cornac Cursed level 21
17th Dusk 122nd year of Ascendancy at 05:15 see stats
Log
You gain 2.89 gold from the transmogrification of enlightening cured leather armour (2 def, 4 armour) (Misfortune).
You gain 3.89 gold from the transmogrification of steel mail armour of command (8 def, 11 armour) (Shrouds).
You gain 0.73 gold from the transmogrification of woollen robe of darkness (+16%) (0 def, 0 armour) (Corpses).
You gain 0.76 gold from the transmogrification of spellwoven cashmere robe (2 def, 0 armour) (Misfortune).
You gain 0.37 gold from the transmogrification of mindwoven woollen robe (0 def, 0 armour) (Shrouds).
You gain 11.65 gold from the transmogrification of voratun waraxe 'Chalygar' (40-56 power, 6 apr) (Shrouds).
You gain 1.49 gold from the transmogrification of steel waraxe of projection (11-15.4 power, 3 apr) (Corpses).
You gain 2.50 gold from the transmogrification of potent ash magestaff of projection (18-21.6 power, 3 apr, arcane damage) (Corpses).
You gain 1.82 gold from the transmogrification of ash magestaff of might (15-18 power, 3 apr, fire damage) (Madness).
You gain 3.94 gold from the transmogrification of swiftstrike cured leather sling of acid (Madness).
You gain 2.32 gold from the transmogrification of ranger's cured leather sling of fire (Misfortune).
You gain 2.05 gold from the transmogrification of radiant vined mindstar of balance (5-5.5 power, 18 apr, mind damage) (Madness).
You gain 0.90 gold from the transmogrification of gifted vined mindstar (5.5-6.05 power, 18 apr, mind damage) (Madness).
You gain 11.40 gold from the transmogrification of Belirabeth the living mindstar (17-18.7 power, 40 apr, nature damage) (Misfortune).
You gain 4.46 gold from the transmogrification of manaburning steel longsword of banishment (12.5-17.5 power, 3 apr) (Corpses).
You gain 23.95 gold from the transmogrification of Lisirita (Madness).
You gain 1.69 gold from the transmogrification of arcing steel dagger of crippling (10-13 power, 6 apr) (Nightmares).
Saving done.
There is a Golem Graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving done.
Saving game...
There is a Hidden compound here (press '' or right click to use).
Today is the 63rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest 'Till the Blood Runs Clear'! (Press 'j' to see the quest log)
