











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 19 / 77% |
| Size | big |
| Lifes / Deaths | Killed by king cobra at level 8 on the 17th Profit 122nd year of Ascendancy at 22:29 0 / 6Killed by storm drake hatchling at level 14 on the 28th Profit 122nd year of Ascendancy at 18:41 Killed by storm drake hatchling at level 14 on the 28th Profit 122nd year of Ascendancy at 21:39 Killed by Layilramina the thief at level 16 on the 2nd Loss 122nd year of Ascendancy at 23:28 Killed by shadow at level 16 on the 3rd Loss 122nd year of Ascendancy at 15:20 Killed by Gominor the orc cryomancer at level 19 on the 8th Steel 123rd year of Ascendancy at 10:49 |
| Antimagic | Follower |
Primary Stats
| Strength | 64 (base 47) |
| Dexterity | 20 (base 10) |
| Constitution | 27 (base 17) |
| Magic | 14 (base 10) |
| Willpower | 68 (base 32) |
| Cunning | 32 (base 10) |
Resources
| Life | -4/630 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Psi | 158/158 |
| Healing Factor | 1.1386945338482 |
| Regeneration | 0.28467363346207 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
| See Stealth | 21 |
| See Invisible | 20 |
Offense: Mainhand
| Damage | 88 |
| Accuracy | 26 |
| Crit Chance | 9% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +9% |
| Temporal | +9% |
| Physical | +12% |
| Arcane | +12% |
| Nature | +15% |
| All | 0% |
Offense: Damage Penetration
| Blight | +25% |
| Lightning | +5% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 30.08934837382 (81.151787968034%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 29 |
| Physical Save | 33 |
| Spell Save | 36 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 7%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Light | + 3%( 70%) |
| Physical | + 7%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 7%( 70%) |
| Mind | + 9%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Confusion Resistance | 38% |
| Fear Resistance | 18% |
| Stun Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
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 lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Wrathroot. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Sleep (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | 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 have explored the Maze and vanquished the Minotaur. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Ivoriwyn' (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Dex / +3 Wil / +3 Cun Changes resistances: +3% light / +21% acid Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) 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 | alchemist's lamp 'Eilinisetira'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +12% physical Critical mult.: +10.00% Physical save: +9 (+4 eff.) Mental save: +7 (+3 eff.) Light radius: +4 Infravision radius: +2 See stealth: +11 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed iron helm of trickery (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Changes stats: +3 Str / +2 Dex / +2 Cun Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 177.4 Physical damage. If the attack hits, the target is confused (30% 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. |
| 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 (+4 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 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. 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 13 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 | copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
| On fingers | psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings make your fingers look great! |
| Around waist | hardened leather belt 'Dawnglory' (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Str Changes resistances: +5% arcane / +6% darkness Changes damage: +9% light Spell save: +8 (+4 eff.) Confusion immunity: +20% Size category: +1 Curse of Madness A belt that goes around your waist. |
| In main hand | enhanced iron greatsword of massacre (Nightmares) (25-40 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +7 Con Curse of Nightmares Massive two-handed swords. |
| On hands | Spellhunt Remnants (Corpses) (3 def, 4 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+3 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +15% nature Changes damage: +15% nature Spell save: +8 (+4 eff.) Maximum life: +60.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +9% 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 Corpses 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 voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Main armor | steel plate armour 'Ulfychak' (Nightmares) (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +7% acid / +7% physical / +6% lightning / +7% fire / +6% mind / +7% cold Changes resistances penetration: +25% blight Changes damage: +12% arcane Talent cooldown: Rush (-5 turns) Spell save: +3 (+2 eff.) Disarm immunity: +22% Stun/Freeze immunity: +24% Knockback immunity: +22% Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +1% Curse of Nightmares A suit of armour made of metal plates. |
| Cloak | Thunderpanic the linen cloak (Madness) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 32 Damage when hit (Melee): 2 lightning Changes stats: +2 Cun / +2 Dex Changes resistances: +3% mind Changes resistances penetration: +5% lightning Changes damage: +9% temporal 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. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
Prismatic Rune (6 turns; temporal, darkness, physical, mind, arcane) =aa=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 temporal, 3 darkness, 3 physical, 5 mind, 4 arcane It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.Dagger of the Past (Nightmares) (25-32 power, 20 apr) Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+9 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+5 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Curse of Nightmares Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger (Nightmares) (17-22 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Curse of Nightmares Sharp, short and deadly. |
balanced steel greatmaul (Madness) (26-40 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 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% When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +7 (+7 eff.) Disarm immunity: +29% Curse of Madness Massive two-handed mauls. |
Surefire (Corpses)Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical Curse of Corpses 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. |
This item will automatically be transmogrified when you leave the level.steel longsword (Misfortune) (15-21 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Curse of Misfortune Sharp, long, and deadly. |
Fograce the vined mindstar (Shrouds) (5-6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +10 (+9 eff.) Changes resistances: +3% lightning / +6% darkness / +9% blight Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 10.00% Life regen: +0.60 Maximum life: +12.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Healing mod.: +10% 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. |
This item will automatically be transmogrified when you leave the level.nature's vined mindstar of balance (Misfortune) (6-7 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight Changes damage: +5% nature Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +3 (+2 eff.) Mental save: +4 (+2 eff.) Disease immunity: +10% Equilibrium when hit: +0.80 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune 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. |
This item will automatically be transmogrified when you leave the level.cured leather sling of true flight (Shrouds) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +7 (+4 eff.) Physical crit. chance: +6.0% Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.hardened leather sling (Shrouds) Requires: - Dexterity 24 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.yew starstaff of might (Corpses) (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +10% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (Madness) (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Madness A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
stormbringer's iron waraxe of massacre (Misfortune) (16-22 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +8 lightning / +7 cold When wielded/worn: Changes resistances penetration: +7% lightning / +6% cold Movement speed: +23% Curse of Misfortune One-handed war axes. |
Mardadir (Misfortune)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +15 (+12 eff.) Physical save: +12 (+6 eff.) Blindness immunity: +20% Life regen: +2.00 Mindpower: +2 (+0 eff.) Curse of Misfortune A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Silonn the woollen robe (Nightmares) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +5 (+5 eff.) Effects on melee hit: * 20% chance to slow global speed by 60% Changes resistances: +24% fire / +9% temporal / +9% all Changes damage: +16% fire Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.woollen robe (Misfortune) (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Arthekor the Firemaim (Misfortune) (10 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+9 eff.) Damage when hit (Melee): 2 fire Changes resistances penetration: +15% blight Changes damage: +6% fire Confusion immunity: +20% Maximum life: +40.00 Spellpower: +5 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Misfortune A pair of boots made of leather. |
Karomirab (Corpses) (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Str Changes resistances: +6% lightning / +8% temporal Reduces incoming crit damage: 10.00% Equilibrium when hit: +0.08 Maximum psi: +50.00 Light radius: +2 Infravision radius: +3 Curse of Corpses A pair of boots made of leather. |
Flamewrought (Misfortune) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 64.47 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. |
Glorokira the Radiancetaint (Corpses) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +2 Wil / +5 Cun Changes damage: +6% light Psi each turn: +0.10 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Curse of Corpses A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Ragyregobar the Flashhack (Shrouds) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex Changes resistances: +9% temporal / +3% fire Changes damage: +3% light Physical save: +6 (+3 eff.) Healing mod.: +20% Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Isetta (Madness) (13 def, 8 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +13 (+11 eff.) Fatigue: +7% Changes stats: +2 Cun / +2 Mag Changes damage: +9% temporal Mental save: +10 (+4 eff.) Equilibrium when hit: +0.08 Maximum hate: +4.00 Mindpower: +30 (+9 eff.) Curse of Madness A suit of armour made of leather. |
marauder's cured leather armour (Misfortune) (10 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +10 (+9 eff.) Fatigue: +7% Changes stats: +4 Str / +5 Dex Physical save: +5 (+2 eff.) Curse of Misfortune A suit of armour made of leather. |
volcanic rough leather armour of fire resistance (Nightmares) (3 def, 7 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +6% Damage (Melee): 5 fire Damage (Ranged): 5 fire Changes resistances: +26% fire / +10% physical Curse of Nightmares A suit of armour made of leather. |
Olekalthondur the dwarven-steel shield (Nightmares) (0 def, 6 armour, 29-35 power, 77.5 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +2 Wil Changes resistances: +18% acid / +5% arcane Changes damage: +3% mind Talent granted: +1 Block Psi when hit: +0.20 Maximum psi: +20.00 Curse of Nightmares Handheld deflection devices. |
Wrathroot's Barkwood (Nightmares) (9 def, 10 armour, 24-33 power, 60 block) =for other resist=Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 23.5 - 32.9 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+9 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block Curse of Nightmares The barkwood of Wrathroot, made into roughly the shape of a shield. |
acidic steel shield of fire resistance (+15%) (Shrouds) (0 def, 4 armour, 17-20 power, 42 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.0 - 20.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 On weapon hit: * 13% chance to reduce armor by 12% When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 4 acid Changes resistances: +15% fire Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
dwarven-steel shield of the stars (Shrouds) (0 def, 6 armour, 28-34 power, 76 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.0 - 33.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 Damage (Melee): +13 light / +10 darkness When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +3 Cun / +4 Mag Changes resistances: +12% light / +14% darkness Changes damage: +11% light / +12% darkness Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.steel shield (Misfortune) (0 def, 4 armour, 14-17 power, 42 block) Requires: - Shield usage training - Strength 16 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.wrathful steel shield (Madness) (0 def, 4 armour, 12-15 power, 40 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.5 - 15.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (radius 2) on crit: +13 light / +12 fire When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Deals 15 light and fire damage to each enemy blocked Changes resistances: +7% light / +7% fire Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 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. |
8 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 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 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 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
scorching brass lantern of clarity =keep incase=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +5 See invisible: +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. |
survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +42.00 Light radius: +3 Healing mod.: +10% 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. |
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. |
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. |
This item will automatically be transmogrified when you leave the level.chilling pouch of steel shots (18/18, 21-25 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Damage (Ranged): +8 cold Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots of accuracy (24/24, 20-24 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 24 Shots are used with slings to pummel your foes to death. |
iron torque of mindblast 'Arcripper' [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances: +3% acid / +6% lightning Changes damage: +6% lightning Spell save: +3 (+2 eff.) It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 208 Base Damage: 99 Armor: 4 All Resist: 1 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
9 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. |
7 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. |
5 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. |
arcing dwarven-steel mace of massacre (Nightmares) (36-51 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Nightmares Blunt and deadly. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Archibald the Dwarf Cursed level 15
38th Profit 122nd year of Ascendancy at 00:54 see stats
Exterminator
Killed 1000 creatures.By Archibald the Dwarf Cursed level 17
26th Loss 122nd year of Ascendancy at 03:01 see stats
Level 10
Got a character to level 10.By Archibald the Dwarf Cursed level 10
21st Profit 122nd year of Ascendancy at 06:07 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Archibald the Dwarf Cursed level 5
17th Voratun 122nd year of Ascendancy at 13:33 see stats
The Arena
Unlocked Arena mode.By Archibald the Dwarf Cursed level 11
23rd Profit 122nd year of Ascendancy at 18:54 see stats
The secret city
Discovered the truth about mages.By Archibald the Dwarf Cursed level 7
10th Profit 122nd year of Ascendancy at 06:50 see stats
Log
Archibald damages himself through Martyrdom!
Xerita the snow giant's Shoot hits Archibald for (11 rampage shugs off), 90 physical, 10 fire, 2 mind (102 total damage).
Curse of Nightmares hits Xerita the snow giant for 21 mind damage.
Curse of Nightmares killed Xerita the snow giant!
Spikes of Decrepitude hits Archibald for 27 cold, 16 darkness (43 total damage).
Archibald uses Infusion: Regeneration.
Archibald starts regenerating health quickly.
You feel your rampage slowing down. (-1 duration)
Gominor the orc cryomancer casts Call of the Crypt.
Archibald has shrugged off 30 damage and is ready for more.
Archibald's skin returns to normal.
Archibald damages himself through Martyrdom!
Umber hulk hits Archibald for 0 mind, 0 darkness (0 total damage).
Deep Wound from Xerita the snow giant hits Archibald for (30 rampage shugs off), 17 physical (17 total damage).
Dread hits Archibald for 0 mind, 0 darkness (0 total damage).
Mindrot hits Gominor the orc cryomancer for 5 mind, 5 darkness (10 total damage).
Mindrot hits Umber hulk for 5 mind, 6 darkness (12 total damage).
Mindrot hits Armoured skeleton warrior for 7 mind, 7 darkness (13 total damage).
Mindrot hits Dread for 4 mind, 2 darkness (6 total damage).
Archibald receives 24 healing from Unnatural Body.
Armoured skeleton warrior hits Archibald for 0 mind, 0 darkness (1 total damage).
Gominor the orc cryomancer hits Archibald for 0 mind, 0 darkness (1 total damage).
Archibald damages himself through Martyrdom!
Melee retaliation hits Dread for 1 lightning damage.
Dread hits Archibald for 18 physical, 0 lightning (18 total damage).
Gominor the orc cryomancer is no longer inspired.
Gominor the orc cryomancer roars triumphantly.
Spikes of Decrepitude hits Archibald for 23 cold damage.
Archibald the level 19 dwarf cursed was frozen to death by Gominor the orc cryomancer on level 1 of Ruined Dungeon.




































































































