












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Easy Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 20 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by gaja at level 11 on the 30th Dearth 122nd year of Ascendancy at 04:53 0 / 6Killed by gaja at level 11 on the 30th Dearth 122nd year of Ascendancy at 08:20 Killed by snow giant boulder thrower at level 14 on the 44th Dearth 122nd year of Ascendancy at 20:20 Killed by bone giant at level 19 on the 27th Loss 122nd year of Ascendancy at 01:12 Killed by orc soldier at level 19 on the 27th Loss 122nd year of Ascendancy at 01:33 Killed by Urkis, the High Tempest at level 20 on the 10th Iron 123rd year of Ascendancy at 11:34 |
Primary Stats
| Strength | 25 (base 15) |
| Dexterity | 22 (base 10) |
| Constitution | 42 (base 39) |
| Magic | 8 (base 10) |
| Willpower | 58 (base 48) |
| Cunning | 24 (base 10) |
Resources
| Life | -6/723 |
| Mana | 454/454 |
| Hate | 84/100 |
| Healing Factor | 1.1374409708423 |
| Regeneration | 0.28436024271059 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 23.599459836163 |
| See Invisible | 23.599459836163 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 38 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +14% |
| Nature | +7% |
| Fire | +13% |
| Cold | +17% |
| All | +2% |
Offense: Damage Penetration
| Fire | +10% |
| Darkness | +8% |
Defense: Base
| Armour (hardiness) | 22.760327759589 (49.954323236303%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 23 |
| Physical Save | 25 |
| Spell Save | 25 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Nature | + 21%( 70%) |
| Temporal | + 12%( 70%) |
| Darkness | + 31%( 70%) |
| Fire | + 22%( 70%) |
| Cold | + 28%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 49% |
| Pinning Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 41% |
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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.46 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 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 injured seer from death by gaja. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost defiler from death by gaja. Escort: lost defiler (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by skeleton magus. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the lost warrior from death by skeleton mage. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the temporal explorer from death by giant acid ant. Escort: temporal explorer (level 1 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
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. * 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice ant stinger. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
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 (Nightmares) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 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. Curse of Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | deadly quiver of ash arrows of erosion (18/18, 30-41 power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 29.5 - 41.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 18 Damage (Ranged): +12 nature Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +46.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | miner's iron helm (Misfortune) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Infravision radius: +1 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 8/25) : Effective talent level: 3.0 Power cost: 20 out of 8/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | sneakthief's copper ring of tenacity (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +5 Cun / +4 Dex Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +21.00 Curse of Shrouds Rings make your fingers look great! |
| On fingers | sneakthief's steel ring of fire (+22%) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +22% fire Changes damage: +11% fire Curse of Corpses Rings make your fingers look great! |
| Around waist | blurring hardened leather belt of carrying (Shrouds)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Fatigue: -4% Stealth bonus: +5 Maximum encumbrance: +20 Curse of Shrouds A belt that goes around your waist. |
| In main hand | Willowgasher (Nightmares) (38-57 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 38.0 - 57.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+4 eff.) Changes resistances: +6% nature Changes resistances penetration: +10% fire Disarm immunity: +28% Curse of Nightmares Massive two-handed mauls. |
| On hands | naturalist's dwarven-steel gauntlets of strength (+2) (Corpses) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 nature Changes stats: +2 Str Changes resistances: +5% nature Changes damage: +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | dwarven-steel mail armour of the deep (Madness) (3 def, 9 armour)Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +6% acid / +8% cold Allows you to breathe in: water Curse of Madness A suit of armour made of mail. |
| Cloak | Dimwrack (Misfortune) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +31% darkness Changes resistances penetration: +8% darkness Changes damage: +12% darkness Reduces incoming crit damage: 10.00% Stealth bonus: +13 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing steel amulet of mastery (0.16 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% temporal Talent mastery: +0.16 Technique / Combat training Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion of the warrior (heal 107; cd 14) 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 107 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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. |
This item will automatically be transmogrified when you leave the level.ethereal rune of the titan (power 16; resist 21%; move 37%; dur 5; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 21% all resistance, you move 37% faster, and you are invisible (power 16). Its effects scale with your Constitution 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 spell talent. |
copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.grounding steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
mule's steel ring of corrosion (+24%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +24% acid Changes damage: +12% acid Maximum encumbrance: +21 Curse of Nightmares Rings make your fingers look great! |
savior's copper ring of darkness (+20%) (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Physical save: +6 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Curse of Madness Rings make your fingers look great! |
wizard's copper ring of pilfering (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) Changes stats: +2 Mag Spell save: +4 (+2 eff.) Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 98% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite battleaxe of amnesia (Madness) (47-70 power, 3 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.0 - 70.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Curse of Madness Massive two-handed battleaxes. |
Galelace (Misfortune) (16-22 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +5 nature When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +5.0% Defense: +6 (+3 eff.) Damage when hit (Melee): 6 lightning Changes resistances: +9% lightning Changes damage: +3% cold Disarm immunity: +22% Curse of Misfortune Blunt and deadly. |
steel mace 'Blasttrencher' (Madness) (14-19 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 darkness Damage against: +5% Living When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Changes damage: +6% lightning Spellpower on spell critical (stacks up to 3 times): +6 Damage Shield penetration: +10% Curse of Madness Blunt and deadly. |
Serpent's Glare (Corpses) (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Corpses It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 149.42 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Radharath (Shrouds) (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+7 eff.) Physical power: +15 (+5 eff.) Damage (Melee): 19 fire Changes damage: +15% lightning / +3% temporal Talent granted: +1 Command Staff Critical mult.: +26.00% Mana each turn: +0.22 Spellpower: +17 (+14 eff.) Spell crit. chance: +9% See invisible: +8 Reduces paradox anomalies(equivalent to willpower): +10 Curse of Shrouds It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash magestaff (Madness) (15-18 power, 3 apr, arcane element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.chilling steel waraxe of rage (Madness) (10-15 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 cold When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +1 Str Changes damage: +6% physical Curse of Madness One-handed war axes. |
woollen robe 'Voryyamina' (Nightmares) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Effects when hit in melee: * 4% chance to slow global speed by 58% * 5 arcane resource burn Changes resistances: +7% blight / +3% lightning / +9% darkness / +9% all Changes resistances penetration: +10% mind Mental save: +18 (+8 eff.) Life regen: +2.10 Maximum life: +51.00 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Healing mod.: +13% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spellhunt Remnants (Nightmares) (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Nightmares It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
This item will automatically be transmogrified when you leave the level.scouring dwarven-steel gauntlets (Corpses) (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects when hit in melee: * 18 arcane resource burn Spell save: +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.steel mail armour (Nightmares) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Curse of Nightmares A suit of armour made of mail. |
Ulerorath the hardened leather armour (Nightmares) (9 def, 7 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +7 Defense: +9 (+5 eff.) Fatigue: +8% Changes stats: +2 Str Changes resistances: +8% acid / +7% cold / +17% fire / +20% lightning Allows you to breathe in: water Vim when firing critical spell: +2.00 Maximum mana: +40.00 Curse of Nightmares A suit of armour made of leather. |
dwarven-steel shield (Shrouds) (0 def, 6 armour, 30-37 power, 75.5 block)Requires: - Shield usage training - Strength 24 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 When wielded/worn: Armour: +6 Fatigue: +8% Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
Strikebreeze (21/22, 34-48 power, 10 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 22 Turns elapse between self-loadings: 6 On weapon hit: * 20% chance to reduce all saves and defense by 31 * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Ranged): +8 lightning / +15 darkness / +12 fire / +17 mind Damage (radius 2) on crit: +8 lightning Damage against: +11% Living Arrows are used with bows to pierce your foes to death. |
4 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. |
37 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. |
4 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
elm totem of stinging [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 118 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
soothing elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. Natural totems are made by powerful wilders to store nature power. |
9 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. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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. |
3 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. |
thorny mindstar 'Starmalice' (Nightmares) (10-10 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Damage (Melee): 5 cold Changes resistances: +13% lightning / +6% light / +19% cold / +10% fire / +3% acid Changes resistances penetration: +15% acid / +13% cold / +25% light Changes damage: +9% cold Talent masteries: +0.10 Psionic / Voracity +0.10 Psionic / Absorption Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +25 Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Achievements
Log
You are unable to move!
You are unable to move!
You are unable to move!
Gaja uses Defiling Touch.
You are unable to move!
You are unable to move!
You are unable to move!
Animated thorny mindstar 'Starmalice' (Nightmares) (10-10 power, 24 apr, mind damage) is encased in ice!
Gaja is not dazed anymore.
Gaja regains balance.
Urkis, the High Tempest's Ice Shards hits Animated thorny mindstar 'Starmalice' (Nightmares) (10-10 power, 24 apr, mind damage) for 21 cold damage.
Hurricane from Urkis, the High Tempest hits gaja for 48 lightning damage.
Animated thorny mindstar 'Starmalice' (Nightmares) (10-10 power, 24 apr, mind damage) hits Iceblock for 6 mind, 5 cold (10 total damage).
Thunderstorm hits gaja for 9 lightning damage.
Thunderstorm hits Animated thorny mindstar 'Starmalice' (Nightmares) (10-10 power, 24 apr, mind damage) for (10 to ice), 16 lightning (16 total damage).
Urkis, the High Tempest casts Lightning.
Gaja harrows Urkis, the High Tempest!
thorny mindstar 'Starmalice' (Nightmares) (10-10 power, 24 apr, mind damage) returns to your bags!
Curse of Nightmares hits Urkis, the High Tempest for 27 mind, 31 darkness (58 total damage).
gaja receives 31 healing from Gaja's purging blight area effect.
Urkis, the High Tempest hits gaja for 135 lightning damage.
Urkis, the High Tempest hits Animated thorny mindstar 'Starmalice' (Nightmares) (10-10 power, 24 apr, mind damage) for (53 to ice), 79 lightning (79 total damage).
Gaja is dazed!
Urkis, the High Tempest killed Animated thorny mindstar 'Starmalice' (Nightmares) (10-10 power, 24 apr, mind damage)!
Gaja is not dazed anymore.
Hurricane from Urkis, the High Tempest hits gaja for 61 lightning damage.
Urkis, the High Tempest is no longer suffering from insomnia.
Thunderstorm hits gaja for 18 lightning damage.
gaja the level 20 dwarf cursed was electrocuted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.






















































































