Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 Stone Wardens DLC Class 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 15 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by Islota the dremling at level 5 on the 19th Voratun 122nd year of Ascendancy at 23:50 0 / 6Killed by The Shade at level 9 on the 3rd Profit 122nd year of Ascendancy at 14:18 Killed by Minotaur of the Labyrinth at level 11 on the 10th Profit 122nd year of Ascendancy at 04:21 Killed by Wrathroot at level 15 on the 28th Wealth 122nd year of Ascendancy at 08:31 Killed by war hound at level 15 on the 1st Dearth 122nd year of Ascendancy at 20:05 Killed by ritch flamespitter at level 15 on the 1st Dearth 122nd year of Ascendancy at 21:36 |
Primary Stats
| Strength | 41 (base 22) |
| Dexterity | 16 (base 16) |
| Constitution | 39 (base 29) |
| Magic | 12 (base 10) |
| Willpower | 39 (base 27) |
| Cunning | 19 (base 10) |
Resources
| Life | -35/483 |
| Hate | 100/100 |
| Healing Factor | 1.3 |
| Regeneration | 0.52 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 4 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 43 |
| Crit Chance | 14% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.45 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Light | +10% |
| Blight | +4% |
| Physical | +14% |
| All | 0% |
| Nature | +6% |
Offense: Damage Penetration
| Blight | +10% |
Defense: Base
| Armour (hardiness) | 37.92 (69%) |
| Defense | 0 |
| Ranged Defense | 4 |
| Fatigue | 43 |
| Physical Save | 35.0625 |
| Spell Save | 24.4875 |
| Mental Save | 25.7125 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Physical | + 2%( 72%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Darkness | + 24%( 74%) |
| Light | + 30%( 70%) |
| Mind | -3%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 0% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| beneficial effect | You feel your grip on reality slipping. Level 1 Curse of Madness 1Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Level 1: Unleashed: +3% critical damage, +4% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Horrible visions fill your mind. Level 1 Curse of Nightmares 1Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Level 1: Removed from Reality: +2 Physical Resistance, +2 Maximum Physical Resistance Level 2: -1 Luck, +3 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 10 air and an additional 3 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
| beneficial effect | Absorbs 60 damage from the next blockable attack. Blocking |
| beneficial effect | An aura of death surrounds you. Level 3 Curse of Corpses 3Penalty: Fear of Death: -6% resistance against damage from the undead. Level 1: Power over Death: +8% damage against the undead. Level 2: -2 Luck, +3 Strength, +3 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Stalking Umgubum the halfling. Bonus level 1: +8 attack, +7% melee damage, +0.50 hate/turn prey was hit. Stalking 252/457 +1 |
| beneficial effect | Mayhem and destruction seem to follow you. Level 4, Cursed Aura Curse of Misfortune 4Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +8 Defense, +4 Ranged Defense Level 2: -3 Luck, +7 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 1 Curse of Shrouds 1Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Level 1: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | 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 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. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | 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. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * '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 vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of elder vampire blood. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aduseda (0 def, 1 armour) (Corpses) Aduseda (0 def, 1 armour) (Corpses)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Critical mult.: +10.00% Hate per kill: +1.00 Psi per kill: +1.00 Mindpower: +2 Curse of Corpses A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour) (Nightmares) Steel Helm of Garkul (0 def, 6 armour) (Nightmares)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| On hands | corrosive iron gauntlets of dexterity (+2) (0 def, 1 armour) (Corpses) corrosive iron gauntlets of dexterity (+2) (0 def, 1 armour) (Corpses)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 6 acid Changes resistances: +6% acid Changes damage: +4% acid Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Kheliyon KheliyonInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +6% fire Physical save: +3 Resist all after a teleport: +2% Rings can have magical properties. |
| Around neck | inertial steel amulet of willpower (+3) inertial steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Pinning immunity: +20% Stamina each turn: +0.20 Amulets can have magical properties. |
| In main hand | Crooked Club (25-35 power, 4 apr) (Misfortune) Crooked Club (25-35 power, 4 apr) (Misfortune)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +14 % chance to confuse When wielded/worn: Accuracy: +12 Curse of Misfortune An oddly twisted club with a hefty weight on the end. |
| Around waist | spiritwalker's rough leather belt of recklessness (Shrouds) spiritwalker's rough leather belt of recklessness (Shrouds)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 Changes stats: +1 Mag Critical mult.: +6.00% Mana each turn: +0.10 Maximum mana: +23.00 Curse of Shrouds A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 60 block) (Madness) Wrathroot's Barkwood (9 def, 10 armour, 60 block) (Madness)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes resistances: +20% nature / +20% cold / +20% darkness Talent granted: +3 Block Curse of Madness The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | enveloping linen cloak of Iron Throne (7 def, 0 armour) (Corpses) enveloping linen cloak of Iron Throne (7 def, 0 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Changes stats: +1 Str / +2 Con Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Emelekira (3 def, 7 armour) (Misfortune) Emelekira (3 def, 7 armour) (Misfortune)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances penetration: +10% blight Grants telepathy: Demon/Minor Demon/Major Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Misfortune A suit of armour made of metal plates. |
Inventory
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Drake's Bane (52-78 power, 21 apr) (Madness) Drake's Bane (52-78 power, 21 apr) (Madness)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 Stun/Freeze immunity: +20% Knockback immunity: +40% Curse of Madness The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
This item will automatically be transmogrified when you leave the level. ethereal elm vilestaff of wizardry (10-12 power, 2 apr, fire damage) (Corpses)ethereal elm vilestaff of wizardry (10-12 power, 2 apr, fire damage) (Corpses) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +3 Changes stats: +2 Wil / +1 Mag Changes damage: +10% fire Talent granted: +1 Command Staff Maximum mana: +15.00 Spellpower: +6 Spell crit. chance: +1% Damage Shield penetration: +12% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering linen robe of Linaniil (0 def, 0 armour) (Madness)shimmering linen robe of Linaniil (0 def, 0 armour) (Madness) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes damage: +11% arcane Mana each turn: +0.10 Maximum mana: +55.00 Spellpower: +4 Spell crit. chance: +4% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. insulating iron helm (0 def, 3 armour) (Shrouds)insulating iron helm (0 def, 3 armour) (Shrouds) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold / +5% fire Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Skin of Many (12 def, 6 armour) (Misfortune) Skin of Many (12 def, 6 armour) (Misfortune)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 Curse of Misfortune The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
quiver of ash arrows 'Samydur' (12/12, 19.5-27.3 power, 7 apr) quiver of ash arrows 'Samydur' (12/12, 19.5-27.3 power, 7 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.5 - 27.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy: +6 Armour Penetration: +7 Physical crit. chance: +3.5% Capacity: 12 Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +6 darkness / +7 bleed Burst (radius 2) on crit: +4 physical Damage against: +7% Humanoid Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Scrying Orb 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 Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 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) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 334/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
overpowered iron torque of kinetic psionic shield [power 39] (34 cooldown) overpowered iron torque of kinetic psionic shield [power 39] (34 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical and acid damage by 39 for 6 turns, placing all other charms into a 34 cooldown. Torques are made by powerful psionics to store psionic powers. |
Iron Acorn Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator
Killed 1000 creatures.By Aldo Blake the Dwarf Cursed level 15
28th Wealth 122nd year of Ascendancy at 13:11 see stats
Level 10
Got a character to level 10.By Aldo Blake the Dwarf Cursed level 10
3rd Profit 122nd year of Ascendancy at 15:52 see stats
Poisonous
Sided with the assassin lord.By Aldo Blake the Dwarf Cursed level 12
25th Profit 122nd year of Ascendancy at 05:09 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Aldo Blake the Dwarf Cursed level 4
19th Voratun 122nd year of Ascendancy at 07:28 see stats
Take you with me
Killed a boss while already dead.By Aldo Blake the Dwarf Cursed level 11
10th Profit 122nd year of Ascendancy at 04:21 see stats
The Arena
Unlocked Arena mode.By Aldo Blake the Dwarf Cursed level 9
1st Profit 122nd year of Ascendancy at 21:10 see stats
The secret city
Discovered the truth about mages.By Aldo Blake the Dwarf Cursed level 12
4th Wealth 122nd year of Ascendancy at 17:45 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Aldo Blake the Dwarf Cursed level 14
26th Wealth 122nd year of Ascendancy at 05:21 see stats
Log
Umgubum the halfling hits Aldo Blake for 3 nature, 3 nature damage (total 4.34).
Aldo Blake hits Umgubum the halfling for 15 blight, 15 blight damage (total 29.52).
Umgubum the halfling tries to evade attacks.
Umgubum the halfling is being stalked by Aldo Blake!
Ritch flamespitter is weakened by the gloom.
Aldo Blake hits Umgubum the halfling for 66 physical, 6 acid damage (total 71.23).
Ritch flamespitter uses Flamespit.
Your hatred grows even as your life fades! (+4 hate)
Ritch flamespitter hits Aldo Blake for 34 fire damage.
Fire drake overcomes the gloom.
Umgubum the halfling misses Aldo Blake.
Umgubum the halfling misses Aldo Blake.
Fire drake misses Aldo Blake.
Ritch flamespitter uses Flamespit.
Your hatred grows even as your life fades! (+4 hate)
Ritch flamespitter hits Aldo Blake for 34 fire damage.
Umgubum the halfling hits Aldo Blake for 3 nature, 3 nature damage (total 4.34).
Aldo Blake hits Umgubum the halfling for 15 blight, 15 blight damage (total 29.52).
Aldo Blake uses Block.
Aldo Blake's skin returns to normal.
Aldo Blake seems more focused.
Fire drake misses Aldo Blake.
Ritch flamespitter uses Flamespit.
Ritch flamespitter's mind surges with critical power!
Your hatred grows even as your life fades! (+4 hate)
Saving done.
Saving done.
Saving game...
