











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 18 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by Xawyn the thief at level 14 on the 29th Profit 122nd year of Ascendancy at 07:23 0 / 6Killed by Isawe the fire drake at level 15 on the 30th Profit 122nd year of Ascendancy at 13:01 Killed by cold drake at level 16 on the 33rd Profit 122nd year of Ascendancy at 00:10 Killed by cold drake hatchling at level 16 on the 33rd Profit 122nd year of Ascendancy at 00:43 Killed by Mayithra the cold drake at level 16 on the 33rd Profit 122nd year of Ascendancy at 01:26 Killed by Horned Horror at level 18 on the 39th Profit 122nd year of Ascendancy at 00:51 |
Primary Stats
| Strength | 45 (base 30) |
| Dexterity | 15 (base 14) |
| Constitution | 33 (base 24) |
| Magic | 14 (base 10) |
| Willpower | 42 (base 33) |
| Cunning | 25 (base 12) |
Resources
| Life | -103/605 |
| Hate | 79/100 |
| Healing Factor | 1.2063961808736 |
| Regeneration | 0.3015990452184 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Invisible | -8.8817841970013E-16 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 28 |
| Crit Chance | 7% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Arcane | +15% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Light | +5% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 26 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 13 |
| Physical Save | 31 |
| Spell Save | 24 |
| Mental Save | 24 |
Defense: Resistances
| Blight | + 26%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 25%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 21%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
| Disarm Resistance | 42% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Stun Resistance | 18% |
| Poison Resistance | 21% |
| Knockback Resistance | 18% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| 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 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 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 |
You failed to protect the lone alchemist from death by ritch flamespitter. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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 | Murkhunter (Nightmares) (0 def, 13 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Armour +13 Fatigue +2% Resists +6% lightning +6% temporal Heal.mod +5% Pinning- +10% 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 | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm 'Aerominne' (Shrouds) (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Mind.crit +2% ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Resists +9% lightning Phys.save +10 (+5 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Dazzleobsidian the ash totem of healing [power 182] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +1 Wil +2 Mag dps ---------- Res.pen +5% light +15% acid Melee Ret 8 light ----- def ----- Resists +6% light Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Yvewyn0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun +2 Con dps ---------- Dmg.mod +15% arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Defense +8 (+4 eff.) Resists +12% arcane +6% blight Spell.save +10 (+5 eff.) ---------- misc Max.stam +16.00 Rings make your fingers look great! |
| On fingers | Branyharanik the Cloudbraze0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Str +2 Cun dps ---------- Dmg.mod +10% fire Res.pen +15% lightning Melee Ret 4 acid On Hit (Melee): * 10% chance to reduce armor by 12% ----- def ----- Resists +20% fire ---------- misc Infravis +3 Rings make your fingers look great! |
| Around waist | rough leather belt 'Layina' (Nightmares)1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Resists +6% lightning +11% temporal Heal.mod +5% Disease- +10% Disarm- +10% Curse of Nightmares A belt that goes around your waist. |
| In main hand | Bill's Tree Trunk (Corpses) (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Corpses Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | Polira (Shrouds) (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +3 Str +1 Wil +4 Cun dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +2 Resists +6% blight +12% cold Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +32% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | rough leather armour of the hero (Corpses) (3 def, 2 armour)9.0 T1 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +4 Str +3 Dex +4 Mag +3 Wil +3 Cun ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +36.00 Curse of Corpses A suit of armour made of leather. |
| Cloak | Emeluyawen (Nightmares) (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Con dps ---------- Melee Ret 4 arcane 4 blight ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | cleansing copper amulet of mastery (0.10 Technique / Combat training)0.1 T1 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +11% blight Poison- +21% Disease- +21% ---------- misc Masteries +0.10 Technique/Combat training Amulets make your neck look great! |
Inventory
Jetsorrow the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +9 Mag dps ---------- Res.pen +10% light On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Max.HP +44.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
savior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Glilaith the steel dagger (Nightmares) (17-22 power, 7 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Master/Psionic Power 17.0 - 22.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +5.0% Atk.spd 100% Melee+ +7 mind +4 physical On Hit: * 10% chance to reduce all saves and defense by 26 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Cun +3 Wil ----- def ----- Defense +15 (+7 eff.) Resists +1% physical ---------- misc Max.stam +10.00 Curse of Nightmares Sharp, short and deadly. |
Umbral Razor (Corpses) (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Curse of Corpses Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 41.40 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
iron greatmaul 'Arukan' (Madness) (20-29 power, 11 apr)5.0 T1 greatmaul 2H weapon [Rare] Arcane Power 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +11 Crit +0.5% Atk.spd 100% Phasing +16% While equipped: ----- def ----- Resists +12% fire Phys.save +3 (+2 eff.) Disease- +10% Disarm- +10% Curse of Madness Massive two-handed mauls. |
Surefire (Nightmares)4.0 T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+6 eff.) Curse of Nightmares This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Serpent's Glare (Shrouds) (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Curse of Shrouds Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 189.71 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Eclipse (Madness) (18-22 power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 Curse of Madness This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
blighted ash magestaff of invocation (Corpses) (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego++] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +15 (+5 eff.) S.pwr/crit +7 Dmg.mod +15% fire ---------- misc Vim/s.crit +2.00 Max.vim +16.00 Talents +1 Command Staff Curse of Corpses Conjure elemental energy in a radius 4 cone, dealing 15.96 to 19.16 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
Flamewrought (Madness) (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 54.34 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Coral Spray (Nightmares) (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Nightmares A chunk of jagged coral, dredged from the ocean. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
6 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
17 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tarrehek the Shinedream (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Wil +2 Cun dps ---------- Crit.mult +15.00% Dmg.mod +3% light +3% mind Acc +4 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
18 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
hateful iron greatmaul (Nightmares) (20-30 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Psionic Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 darkness Against +9% Living Curse of Nightmares Massive two-handed mauls. |
Achievements
Exterminator
Killed 1000 creatures.By unc the Dwarf Cursed level 17
36th Profit 122nd year of Ascendancy at 16:24 see stats
Level 10
Got a character to level 10.By unc the Dwarf Cursed level 10
9th Profit 122nd year of Ascendancy at 19:45 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By unc the Dwarf Cursed level 5
18th Voratun 122nd year of Ascendancy at 04:18 see stats
The Arena
Unlocked Arena mode.By unc the Dwarf Cursed level 11
14th Profit 122nd year of Ascendancy at 20:55 see stats
The secret city
Discovered the truth about mages.By unc the Dwarf Cursed level 14
26th Profit 122nd year of Ascendancy at 19:47 see stats
Treasure Hunter
Amassed 1000 gold pieces.By unc the Dwarf Cursed level 17
37th Profit 122nd year of Ascendancy at 00:57 see stats
Log
Zubyssra the red ooze hits unc for 85 physical damage.
Unc uses Infusion: Regeneration.
Unc starts regenerating health quickly.
Mindrot hits Zubyssra the red ooze for 2 mind, 4 darkness (6 total damage).
Mindrot hits Horned Horror for (4 flat reduction), 0 mind, (4 flat reduction), 0 darkness (0 total damage).
You are unable to move!
Unc is no longer pinned.
Mindrot hits Zubyssra the red ooze for 4 mind, 4 darkness (8 total damage).
Mindrot hits Horned Horror for (4 flat reduction), 0 mind, (4 flat reduction), 0 darkness (0 total damage).
Horned Horror uses Tentacle Grab.
Unc resists the grab!
Zubyssra the red ooze's Beyond the Flesh hits unc for 40 physical, 8 fire (48 total damage).
Melee retaliation hits Zubyssra the red ooze for (2 to psi shield), 2 acid, 13 light, 3 blight, 4 arcane (22 total damage).
Unc uses Frenzy.
Zubyssra the red ooze's armor corrodes!
Zubyssra the red ooze is weakened by the darkness!
unc hits Zubyssra the red ooze for (14 to psi shield), 20 physical, 24 light, (19 to psi shield), 28 physical, 24 light, (15 to psi shield), 22 physical, 24 light, (15 to psi shield), 22 physical, 24 light (189 total damage).
Mindrot hits Zubyssra the red ooze for 4 mind, 4 darkness (9 total damage).
Mindrot hits Horned Horror for (4 flat reduction), 0 mind, (4 flat reduction), 0 darkness (0 total damage).
Zubyssra the red ooze overcomes the gloom.
Horned Horror lashes out with a spinning backhand.
Zubyssra the red ooze's Beyond the Flesh hits unc for 41 physical, 6 fire (47 total damage).
Horned Horror hits unc for 141 physical damage.
Melee retaliation hits Zubyssra the red ooze for (2 to psi shield), 2 acid, 13 light, 3 blight, 4 arcane (22 total damage).
Melee retaliation hits Horned Horror for (3 flat reduction), 0 acid, (8 flat reduction), 0 light, (4 flat reduction), 0 blight, (4 flat reduction), 0 arcane (0 total damage).
unc the level 18 dwarf cursed was shattered to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
Horned Horror is no longer being stalked by unc.














































































