Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.3 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 14 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 8 on the 7th Profit 122nd year of Ascendancy at 12:29 3 / 3Killed by brecklorn at level 14 on the 33rd Profit 122nd year of Ascendancy at 08:18 Killed by Silwyth at level 14 on the 33rd Profit 122nd year of Ascendancy at 08:18 |
Primary Stats
| Strength | 47 (base 40) |
| Dexterity | 8 (base 10) |
| Constitution | 24 (base 21) |
| Magic | 13 (base 10) |
| Willpower | 33 (base 20) |
| Cunning | 10 (base 10) |
Resources
| Life | 403/403 |
| Hate | 100/100 |
| Healing Factor | 1.45 |
| Regeneration | 1.2325 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 4 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 21 |
| Crit Chance | 11% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6.5 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23.55 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Mind | +6% |
| Blight | +12% |
| Physical | +6% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 34.92 (69%) |
| Defense | 15.1 |
| Ranged Defense | 21.05 |
| Fatigue | 29 |
| Physical Save | 25.1625 |
| Spell Save | 15.575 |
| Mental Save | 14.525 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Physical | + 3%( 73%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Lightning | + 53%( 70%) |
| Light | + 6%( 70%) |
| Mind | -3%( 70%) |
| Darkness | + 4%( 74%) |
| Fire | + 10%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 35% |
| Confusion Resistance | 11% |
| Fear Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 120 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| 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. |
| 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 | Mayhem and destruction seem to follow you. Level 1 Curse of Misfortune 1Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +2 Defense, +1 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% 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. |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | The target is protected by the Eidolon, no creature may harm it (except self-harm). Protected by the Eidolon |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Horrible visions fill your mind. Level 2 Curse of Nightmares 2Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Level 1: Removed from Reality: +3 Physical Resistance, +3 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 | 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 |
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 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the repented thief from death by gigantic corrosive tunneler. Escort: repented thief (level 4 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 Horned Horror. * 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 |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed orc heart. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Ungrol of Last Hope needs your help making an elixir of foundations. 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 ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Glimmerwhisper (0 def, 3 armour) (Corpses) Glimmerwhisper (0 def, 3 armour) (Corpses)Requires: - Talent Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when the wearer is hit: 4 mind Changes resistances: +6% light Changes resistances penetration: +5% mind / +10% light Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | healer's brass lantern of focus healer's brass lantern of focusInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Light radius: +2 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. |
| On head | Zubivea (0 def, 3 armour) (Misfortune) Zubivea (0 def, 3 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +8 Armour: +3 Fatigue: +5% Damage when the wearer hits(melee): 2 physical Changes damage: +6% physical Stamina each turn: +0.20 Healing mod.: +5% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| 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 | copper ring of lightning (+20%) copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
| On fingers | copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +0.60 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters (Nightmares) Girdle of the Calm Waters (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% Curse of Nightmares A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Skullcleaver (16-22.4 power, 3 apr) (Nightmares) Skullcleaver (16-22.4 power, 3 apr) (Nightmares)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Damage when this weapon hits: +10 drain life When wielded/worn: Changes damage: +8% blight Curse of Nightmares 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. |
| On hands | Flamewrought (0 def, 2 armour) (Shrouds) Flamewrought (0 def, 2 armour) (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Curse of Shrouds It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 27.96 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. |
| In off hand | steel shield of lightning resistance (+15%) (6 def, 2 armour, 43 block) (Madness) steel shield of lightning resistance (+15%) (6 def, 2 armour, 43 block) (Madness)Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes resistances: +15% lightning Talent granted: +2 Block Curse of Madness Handheld deflection devices |
| Cloak | enveloping linen cloak of stability (7 def, 0 armour) (Corpses) enveloping linen cloak of stability (7 def, 0 armour) (Corpses)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Physical save: +6 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 | impenetrable steel mail armour of lightning resistance (2 def, 14 armour) (Corpses) impenetrable steel mail armour of lightning resistance (2 def, 14 armour) (Corpses)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 Defense: +2 Fatigue: +14% Changes resistances: +18% lightning Curse of Corpses A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion of the titan (640% speed; 4 turns)movement infusion of the titan (640% speed; 4 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 640% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 5; power 21; turns 5; dispells darkness) sun infusion (rad 5; power 21; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 70) teleportation rune of the warrior (range 70)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 70 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ivithra IvithraInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 2 mind Changes resistances: +3% light / +3% acid Changes resistances penetration: +10% mind Spell save: +9 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. rogue's steel ring of arcane powerrogue's steel ring of arcane power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 Changes stats: +2 Cun Spellpower: +7 Rings can have magical properties. |
iron battleaxe (8.5-12.75 power, 1 apr) (Shrouds) iron battleaxe (8.5-12.75 power, 1 apr) (Shrouds)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 8.5 - 12.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Shrouds Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. arcing steel dagger of erosion (11-14.3 power, 6 apr) (Corpses)arcing steel dagger of erosion (11-14.3 power, 6 apr) (Corpses) Requires: - Dexterity 16 Powered by arcane forces Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +6 nature / +8 lightning / +5 temporal Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger (9.5-12.35 power, 6 apr) (Nightmares)steel dagger (9.5-12.35 power, 6 apr) (Nightmares) Requires: - Dexterity 16 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Curse of Nightmares Sharp, short and deadly. |
Adyba (38.5-61.6 power, 2 apr) (Shrouds) Adyba (38.5-61.6 power, 2 apr) (Shrouds)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Allows you to breathe in: water Healing mod.: +15% Curse of Shrouds Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. acidic iron greatsword (12-19.2 power, 1 apr) (Shrouds)acidic iron greatsword (12-19.2 power, 1 apr) (Shrouds) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 12.0 - 19.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +8 acid Curse of Shrouds Massive two-handed swords. |
balanced iron greatsword of erosion (9.5-15.2 power, 1 apr) (Misfortune) balanced iron greatsword of erosion (9.5-15.2 power, 1 apr) (Misfortune)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 9.5 - 15.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +8 nature / +6 temporal When wielded/worn: Accuracy: +8 Defense: +6 Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. glacial steel greatsword of projection (19-30.4 power, 2 apr) (Nightmares)glacial steel greatsword of projection (19-30.4 power, 2 apr) (Nightmares) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 19.0 - 30.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +9 mind Damage conversion: 41% ice When wielded/worn: Armour: +9 Changes resistances penetration: +8% cold Curse of Nightmares It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty ash longbow (Misfortune)mighty ash longbow (Misfortune) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Attack speed: 80% Firing range: +7 When wielded/worn: Physical power: +6 Changes stats: +1 Str Curse of Misfortune Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. warbringer's iron longsword (8-11.2 power, 2 apr) (Nightmares)warbringer's iron longsword (8-11.2 power, 2 apr) (Nightmares) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 8.0 - 11.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +6 Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +12% Curse of Nightmares Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. vined mindstar of clarity (4-4.4 power, 18 apr, mind damage) (Nightmares)vined mindstar of clarity (4-4.4 power, 18 apr, mind damage) (Nightmares) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mental save: +3 Maximum psi: +16.00 Mindpower: +2 Mental crit. chance: +2% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. caustic cured leather sling (Corpses)caustic cured leather sling (Corpses) Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Attack speed: 80% Firing range: +7 Damage when this weapon hits(ranged): +7 acid blind When wielded/worn: Changes resistances penetration: +7% acid Life regen: +0.80 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. mighty cured leather sling (Misfortune)mighty cured leather sling (Misfortune) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Attack speed: 80% Firing range: +7 When wielded/worn: Physical power: +7 Changes stats: +1 Str Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. potent ash starstaff of warding (18-21.6 power, 3 apr, light damage) (Shrouds)potent ash starstaff of warding (18-21.6 power, 3 apr, light damage) (Shrouds) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 100% Mag Damage type: Light Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Maximum wards: +2 light Changes damage: +18% light Talents granted: +1 Command Staff +2 Ward Spellpower: +6 Spell crit. chance: +2% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff (20-24 power, 4 apr, lightning damage) (Madness)yew magestaff (20-24 power, 4 apr, lightning damage) (Madness) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
enveloping linen cloak of stability (6 def, 0 armour) (Shrouds) enveloping linen cloak of stability (6 def, 0 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Physical save: +6 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. |
Silk Current (12 def, 0 armour) (Nightmares) Silk Current (12 def, 0 armour) (Nightmares)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when the wearer is hit: 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% Curse of Nightmares This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. woollen robe (0 def, 0 armour) (Shrouds)woollen robe (0 def, 0 armour) (Shrouds) 2.00 Encumbrance. Type: armor / cloth ; tier 2 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of rough leather boots (0 def, 1 armour) (Corpses)dreamer's pair of rough leather boots (0 def, 1 armour) (Corpses) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +7 Spell save: +7 Mental save: +6 Curse of Corpses A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. iron gauntlets (0 def, 1 armour) (Corpses)iron gauntlets (0 def, 1 armour) (Corpses) Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. linen wizard hat (1 def, 0 armour) (Shrouds)linen wizard hat (1 def, 0 armour) (Shrouds) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Curse of Shrouds A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+3) (0 def, 1 armour) (Madness) rough leather cap of dexterity (+3) (0 def, 1 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Salyrin the steel mail armour (2 def, 6 armour) (Madness)Salyrin the steel mail armour (2 def, 6 armour) (Madness) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +2 Wil Damage when the wearer is hit: 10 physical Changes resistances: +32% lightning Blindness immunity: +10% Pinning immunity: +15% Curse of Madness A suit of armour made of mail. |
iron mail armour of acid resistance (2 def, 4 armour) (Corpses) iron mail armour of acid resistance (2 def, 4 armour) (Corpses)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +15% acid Curse of Corpses A suit of armour made of mail. |
prismatic cured leather armour of lightning resistance (2 def, 4 armour) (Madness) prismatic cured leather armour of lightning resistance (2 def, 4 armour) (Madness)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes resistances: +11% darkness / +18% lightning / +11% light Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable steel plate armour of thunder (4 def, 17 armour) (Misfortune)impenetrable steel plate armour of thunder (4 def, 17 armour) (Misfortune) Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 Armour: +17 Defense: +4 Fatigue: +22% Changes stats: +3 Str / +4 Mag Spell crit. chance: +3% Curse of Misfortune A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows of the leech (10/10, 18.5-25.9 power, 7 apr)quiver of ash arrows of the leech (10/10, 18.5-25.9 power, 7 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 10 Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits(ranged): +7 slime Arrows are used with bows to pierce your foes to death. |
7 agate 7 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. |
65 alchemist agate 65 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine 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. |
3 opal 3 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. |
2 spinel 2 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. |
This item will automatically be transmogrified when you leave the level. FlashsquallFlashsquall Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun / +2 Wil Damage when the wearer hits(melee): 2 light Light radius: +3 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
bright brass lantern of revealing bright brass lantern of revealingCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 See stealth: +9 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 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 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 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. |
This item will automatically be transmogrified when you leave the level. quick steel torque of mindblast [power 93] (5 cooldown)quick steel torque of mindblast [power 93] (5 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a beam (dam 46-93), placing all other charms into a 5 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. ash totem of thorny skin [power 25] (20 cooldown)ash totem of thorny skin [power 25] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to hardens the skin for 6 turns increasing armour by 25 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
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. |
3 citrine 3 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. |
5 zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Silwyth the Dwarf Cursed level 10
11st Profit 122nd year of Ascendancy at 19:23 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Silwyth the Dwarf Cursed level 4
19th Voratun 122nd year of Ascendancy at 00:11 see stats
The Arena
Unlocked Arena mode.By Silwyth the Dwarf Cursed level 9
8th Profit 122nd year of Ascendancy at 15:04 see stats
The secret city
Discovered the truth about mages.By Silwyth the Dwarf Cursed level 13
31st Profit 122nd year of Ascendancy at 16:26 see stats
Log
Silwyth overcomes the gloom.
Mayovena the rattlesnake hits Silwyth for 15 nature damage.
Brecklorn hits Silwyth for 2 physical damage.
Silwyth hits brecklorn for 2 mind, 3 blight damage (total 3.79).
Silwyth misses Mayovena the rattlesnake.
Your hatred grows even as your life fades! (+4 hate)
Silwyth begins rampaging!
Silwyth is not stunned anymore.
Silwyth stops being poisoned.
Silwyth hits Mayovena the rattlesnake for 2 mind, 5 blight damage (total 5.71).
Mayovena the rattlesnake hits Silwyth for 46 physical, 9 light damage (total 53.86).
Brecklorn uses Spit Blight.
Your hatred grows even as your life fades! (+4 hate)
Brecklorn hits Silwyth for 34 blight damage.
Brecklorn killed Silwyth!
Silwyth the level 14 dwarf cursed was tainted to death by a brecklorn on level 4 of The Maze.
You have 3 life(s) left.
Silwyth is no longer rampaging.
Silwyth deactivates Gloom.
Silwyth deactivates Stalk.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
An elite foe has fallen to your hate! (+8 hate)
Saving done.
Saving done.
Saving game...
