











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 22 / 85% |
| Size | big |
| Lifes / Deaths | Killed by thought-forged bowman at level 5 on the 8th Flare 122nd year of Ascendancy at 02:17 0 / 6Killed by Thhroan the thalore at level 12 on the 40th Dusk 122nd year of Ascendancy at 21:12 Killed by Adirawyn the red ooze at level 14 on the 4th Haze 122nd year of Ascendancy at 01:56 Killed by Shardskin at level 16 on the 17th Haze 122nd year of Ascendancy at 17:45 Killed by Blood Master at level 20 on the 22nd Regrowth 123rd year of Ascendancy at 15:21 Killed by Ivimira the elven cultist at level 22 on the 50th Pyre 123rd year of Ascendancy at 04:27 |
Primary Stats
| Strength | 53 (base 51) |
| Dexterity | 10 (base 10) |
| Constitution | 38 (base 27) |
| Magic | 11 (base 10) |
| Willpower | 49 (base 30) |
| Cunning | 15 (base 10) |
Resources
| Life | -98/595 |
| Hate | 97/100 |
| Healing Factor | 1.3369608766766 |
| Regeneration | 7.0190446025522 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +19.999999999991% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Invisible | 3.0000000000001 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 41 |
| Crit Chance | 5% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +10% |
| Physical | +12% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +15% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 60.511077022655 (89.749889547741%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 39 |
| Physical Save | 34 |
| Spell Save | 39 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 23%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 22%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 48%( 70%) |
| Darkness | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 58% |
| Confusion Resistance | 35% |
| Fear Resistance | 35% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 35% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 338 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Cursed / Gloom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cursed / Cursed aura | 1.14 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost warrior from death by Shardskin. Escort: lost warrior (level 4 of Old Forest) | 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 talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 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 defiled the iron acorn which now serves as a reminder of your vile nature. | 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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | restorative pair of dwarven-steel boots of evasion (Nightmares) (5 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +3% HP.reg +3.00 Heal.mod +13% Curse of Nightmares Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Bethenor'2.0 T1 lite [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +2.0% Res.pen +20% physical ----- def ----- Armour +8 ---------- misc Psi/ret +0.08 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Yvyserin' (Shrouds) (31 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Armour +9 Defense +31 (+12 eff.) Fatigue +3% Resists +9% temporal +5% arcane +4% all Phys.save +8 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Shrouds A cap made of leather. |
| On hands | scouring dwarven-steel gauntlets of butchering (Corpses) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Acc +6 (+2 eff.) Apr +8 On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +5% blight Spell.save +19 (+7 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. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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 | solipsist's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Acc +8 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 80% 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! |
| On fingers | savage's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag +2 Con dps ---------- Melee+ 19 light Ranged+ 12 light Dmg.mod +10% light ----- def ----- Spell.save +12 (+4 eff.) ---------- misc Max.stam +16.00 Rings make your fingers look great! |
| Around neck | grounding steel amulet of mastery (0.14 Cursed / Cursed aura)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +23% ---------- misc Masteries +0.14 Cursed/Cursed aura Amulets make your neck look great! |
| In main hand | arcing dwarven-steel mace of daylight (Nightmares) (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 light Against +14% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Nightmares Blunt and deadly. |
| Around waist | hardened leather belt 'Salitha' (Shrouds)1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +9% mind ----- def ----- Armour +4 Phys.save +9 (+4 eff.) Spell.save +7 (+3 eff.) ---------- misc See.Invis +3 Size +1 Curse of Shrouds A belt that goes around your waist. |
| In off hand | steel shield 'Morninghack' (Nightmares) (0 def, 4 armour, 15-18 power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 Melee+ +8 light On Crit.r2 +4 light While equipped: Stats +4 Con dps ---------- Res.pen +15% light Melee Ret 2 acid 2 light ----- def ----- Armour +4 Fatigue +8% Resists +12% mind ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
| Cloak | linen cloak 'Umbrawrecker' (Shrouds) (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind Res.pen +10% darkness ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% darkness +10% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Chalekalthosus the Gloomrune (Corpses) (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% darkness Melee Ret 2 darkness ----- def ----- Armour +9 Fatigue +22% Resists +19% blight +3% cold +10% darkness +17% acid Max.HP +20.00 HP.reg +2.00 Heal.mod +11% ---------- misc Light +2 Curse of Corpses A suit of armour made of metal plates. |
Inventory
movement infusion (speed 468%; cd 17)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 468% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune of the wizard (power 15; resist 22%; move 36%; dur 5; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 22% all resistance, you move 36% faster, and you are invisible (power 15). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
starlit gold amulet of willpower (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +13% light +13% darkness Blind- +21% Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
Airvein0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid +9% blight +6% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +9% lightning +3% blight Mind.save +7 (+3 eff.) Confus- +25% Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
marksman's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% lightning Acc +4 (+2 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +23 Rings make your fingers look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
savior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
warrior's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Blind- +20% ---------- misc Infravis +4 See.Stealth +8 See.Invis +6 Rings make your fingers look great! |
wizard's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 14 light Ranged+ 10 light Dmg.mod +12% light ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Cloudviper (Shrouds) (34-52 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 34.5 - 51.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 lightning While equipped: dps ---------- Dmg.mod +21% lightning Acc +7 (+3 eff.) Melee Ret 4 lightning ----- def ----- Defense +7 (+3 eff.) Resists +6% lightning Disarm- +28% Curse of Shrouds Massive two-handed battleaxes. |
truestriking dwarven-steel dagger of evisceration (Corpses) (14-18 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Power 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+3 eff.) Res.pen +8% physical Acc +12 (+4 eff.) Apr +9 Curse of Corpses Sharp, short and deadly. |
steel greatsword 'Hazespiker' (Shrouds) (36-58 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 cold On Hit.r1 +4 cold While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane +9% nature Curse of Shrouds Massive two-handed swords. |
arcing dwarven-steel mace of vileness (Corpses) (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 5 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Corpses Blunt and deadly. |
projecting thorny mindstar of venom (Shrouds) (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 7 acid Dmg.mod +12% lightning +11% fire +9% acid +8% cold Res.pen +5% acid ----- def ----- Resists +6% acid HP.reg +1.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection Curse of Shrouds 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. |
magewarrior's short yew starstaff of channeling (Misfortune) (20-24 power, 4 apr, temporal element)5.0 T3 staff 1H weapon Reqs Mag 24 [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +7 (+2 eff.) Spell.pwr +27 (+9 eff.) Dmg.mod +20% temporal Acc +6 (+2 eff.) ---------- misc Mana/turn +0.16 Talents +1 Command Staff Curse of Misfortune Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Neira's Memory (Misfortune)1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Curse of Misfortune Surround yourself with a magical shield (strength 127, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
hardened leather belt of carrying (Madness)1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +38 Curse of Madness A belt that goes around your waist. |
nightruned hardened leather belt of unlife (Corpses)1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight +6% light +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Corpses A belt that goes around your waist. |
regal linen cloak of Iron Throne (Madness) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Str +3 Wil +2 Con ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+2 eff.) 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. |
resilient linen cloak of the voidstalker (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +10% darkness +12% temporal Max.HP +31.00 Def/telep +12 Res/telep +11% Dur/telep +11% Curse of Nightmares Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nedrafang the Tempestcrack (Nightmares) (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +8% nature +10% physical Res.pen +5% lightning +10% arcane ----- def ----- Resists +5% blight +10% physical +15% lightning +9% all Max.HP +48.00 HP.reg +1.90 Heal.mod +12% Poison- +26% Disease- +23% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots of speed (Corpses) (0 def, 3 armour)2.0 T3 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Curse of Corpses A pair of boots made of leather. |
restorative pair of dwarven-steel boots of evasion (Misfortune) (5 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +3% HP.reg +4.00 Heal.mod +12% Curse of Misfortune Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of tirelessness (Shrouds) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Stam/turn +0.40 Max.stam +12.00 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive hardened leather gloves of strength (+3) (Misfortune) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 9 acid Dmg.mod +5% acid ----- def ----- Armour +2 Resists +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Iverin the Dourkiller (Nightmares) (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str +2 Dex ----- def ----- Defense +2 (+1 eff.) Resists +7% fire +20% darkness +8% cold ---------- misc Stam/turn +2.00 See.Invis +6 Curse of Nightmares A pointy cloth hat, very wizardly... |
Radiancebearer (Madness) (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +6% light Melee Ret 4 light 6 temporal ----- def ----- Armour +3 Fatigue +3% Phys.save +13 (+6 eff.) ---------- misc Light +3 Curse of Madness A cap made of leather. |
bladed dwarven-steel helm of strength (+9) (Misfortune) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +9 Str ----- def ----- Armour +4 Fatigue +4% Curse of Misfortune Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 194.0 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's rough leather cap of constitution (+3) (Misfortune) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +2 Curse of Misfortune A cap made of leather. |
stabilizing linen wizard hat of corrosion (+16%) (Corpses) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+0 eff.) Resists +16% acid Phys.save +6 (+3 eff.) Curse of Corpses A pointy cloth hat, very wizardly... |
enlightening steel plate armour of the dragon (Madness) (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +6% physical +5% cold +6% lightning +6% fire Mind.save +10 (+5 eff.) Disarm- +22% Stun/Frz- +23% Knockbk- +20% ---------- misc Cooldown Rush -5 Curse of Madness A suit of armour made of metal plates. |
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. |
55 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
2 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. |
Gaba the Satyrobsidian (dig speed 30 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% fire +6% nature +9% light ----- def ----- Resists +22% nature +3% fire ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 322.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
cleansing dwarven-steel torque of mindblast [power 210] (15 cooldown)2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 235 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Cold Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
7 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. |
5 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. |
4 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Aursorig the Cornac Cursed level 14
65th Dusk 122nd year of Ascendancy at 05:33 see stats
Exterminator
Killed 1000 creatures.By Aursorig the Cornac Cursed level 18
3rd Regrowth 123rd year of Ascendancy at 07:30 see stats
Level 10
Got a character to level 10.By Aursorig the Cornac Cursed level 10
3rd Dusk 122nd year of Ascendancy at 07:36 see stats
Level 20
Got a character to level 20.By Aursorig the Cornac Cursed level 20
15th Regrowth 123rd year of Ascendancy at 19:07 see stats
Poisonous
Sided with the assassin lord.By Aursorig the Cornac Cursed level 21
22nd Pyre 123rd year of Ascendancy at 19:25 see stats
The Arena
Unlocked Arena mode.By Aursorig the Cornac Cursed level 12
40th Dusk 122nd year of Ascendancy at 05:42 see stats
The secret city
Discovered the truth about mages.By Aursorig the Cornac Cursed level 5
1st Mirth 122nd year of Ascendancy at 06:42 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Aursorig the Cornac Cursed level 20
22nd Regrowth 123rd year of Ascendancy at 11:19 see stats
Log
Mindrot hits Aursorig for 4 teleported, 3 teleported (7 total damage).
Burning from Ivimira the elven cultist hits Aursorig for 22 fire damage.
Thunderstorm hits Terror for 29 lightning damage.
Thunderstorm hits Aursorig for 15 lightning damage.
The air around Aursorig grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Elven tempest casts Lightning.
Elven tempest hits Aursorig for 107 lightning damage.
Elven blood mage casts Timeless.
Elven blood mage speeds up.
Elven blood mage casts Blood Grasp.
Elven blood mage's spell attains critical power!
Elven tempest slows down.
Ivimira the elven cultist teleports some damage to Aursorig!
Aursorig's nightmare area effect hits Elven blood mage for 63 darkness damage.
Aursorig's nightmare area effect hits Ivimira the elven cultist for (57 teleported), 0 darkness (0 total damage).
Aursorig's nightmare area effect hits Aursorig for 57 teleported damage.
Aursorig uses Infusion: Regeneration.
Aursorig starts regenerating health quickly.
Aursorig slows down.
You feel your rampage slowing down. (-1 duration)
Ivimira the elven cultist casts Soul Rot.
Ivimira the elven cultist's spell attains critical power!
Terror attacks empty space.
Your summoned terror disappears.
Elven blood mage receives 44 healing from Elven blood mage's Blood Grasp.
Elven blood mage's Blood Grasp hits Terror for 209 blight damage.
Ivimira the elven cultist's Soul Rot hits Aursorig for 135 blight damage.
Aursorig the level 22 cornac cursed was diseased to death by Ivimira the elven cultist on level 2 of Mark of the Spellblaze.





























































































