Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Easy Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 17 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Mictai the human at level 10 on the 15th Profit 122nd year of Ascendancy at 23:39 0 / 6Killed by Mictai the human at level 10 on the 16th Profit 122nd year of Ascendancy at 00:14 Killed by Nalcearn at level 14 on the 4th Iron 123rd year of Ascendancy at 15:06 Killed by armoured skeleton warrior at level 17 on the 34th Steel 123rd year of Ascendancy at 11:06 Killed by skeleton archer at level 17 on the 34th Steel 123rd year of Ascendancy at 19:09 Killed by skeleton warrior at level 17 on the 34th Steel 123rd year of Ascendancy at 19:32 |
Primary Stats
| Strength | 50 (base 31) |
| Dexterity | 29 (base 28) |
| Constitution | 42 (base 23) |
| Magic | 10 (base 10) |
| Willpower | 47 (base 21) |
| Cunning | 22 (base 10) |
Resources
| Life | -26/578 |
| Hate | 100/100 |
| Healing Factor | 1.3930366856123 |
| Regeneration | 0.34825917140307 |
Speed
| Mental | +50.087922695995% |
| Attack | 0% |
| Movement | +106.52475842499% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 34 |
| Crit Chance | 18% |
| APR | 8 |
| Speed | 0.67 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30.85 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Blight | +12% |
| Physical | +29% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 28.525 |
| Ranged Defense | 33.525 |
| Fatigue | 19 |
| Physical Save | 36.623514378137 |
| Spell Save | 25.625 |
| Mental Save | 32.598514378137 |
Defense: Resistances
| Blight | + 34%( 70%) |
| Physical | + 4%( 74%) |
| Cold | + 56%( 70%) |
| All | 0%( 70%) |
| Darkness | + 10%( 70%) |
| Light | + 30%( 70%) |
| Mind | -3%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Confusion Resistance | 0% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
| Poison Resistance | 30% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 21% for 6 turns. Its effects scale with your Strength stat. |
| 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 235 life over 5 turns. |
| 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 mental effects and reduce all damage taken by 22% for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| 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. |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | Horrible visions fill your mind. Level 3 Curse of Nightmares 3Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 17% when tested. Level 1: Removed from Reality: +4 Physical Resistance, +4 Maximum Physical Resistance Level 2: -2 Luck, +5 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 | An aura of death surrounds you. Level 2 Curse of Corpses 2Penalty: Fear of Death: -4% resistance against damage from the undead. Level 1: Power over Death: +6% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 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. |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +19% physical damage, +10 physical save, +10 mental save, 33/33 damage shrugged off this turn) Rampaging |
| beneficial effect | Mayhem and destruction seem to follow you. Level 2 Curse of Misfortune 2Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +4 Defense, +2 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. |
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 injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by giant venus flytrap. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)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 |
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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed green worm. * You've found the needed ice ant stinger. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * '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 chunk of ghoul flesh. * You've found the needed ice wyrm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | traveler's pair of iron boots of tirelessness (0 def, 3 armour) (Nightmares) traveler's pair of iron boots of tirelessness (0 def, 3 armour) (Nightmares)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +21 Stamina each turn: +0.40 Maximum stamina: +10.00 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 | 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) (Corpses) Steel Helm of Garkul (0 def, 6 armour) (Corpses)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 Corpses A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| On hands | Wyrmbreath (0 def, 4 armour) (Nightmares) Wyrmbreath (0 def, 4 armour) (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire Curse of Nightmares It can be used to activate talent Fire Breath (costing 24 power out of 1/24) : Effective talent level: 2.0 Power cost: 24 out of 1/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 154.66 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| 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 tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +20% Rings can have magical properties. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 23/60. This azure ring seems to be always moist to the touch. |
| Around neck | insulating copper amulet of willpower (+3) insulating copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% cold / +11% fire Amulets can have magical properties. |
| In main hand | Skullcleaver (16-22.4 power, 3 apr) (Misfortune) Skullcleaver (16-22.4 power, 3 apr) (Misfortune)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 Misfortune 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. |
| Around waist | Girdle of the Calm Waters (Corpses) Girdle of the Calm Waters (Corpses)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 Corpses A belt rumoured to have been worn by the Conclave healers. |
| In off hand | living dwarven-steel shield of harmony (8 def, 2 armour, 81 block) (Madness) living dwarven-steel shield of harmony (8 def, 2 armour, 81 block) (Madness)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 10 nature Changes resistances: +15% nature / +14% blight Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +3 Block Maximum life: +40.00 Curse of Madness It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 10 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 24 life per diseases or poisons on you. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
| Cloak | Serpentine Cloak (10 def, 0 armour) (Nightmares) Serpentine Cloak (10 def, 0 armour) (Nightmares)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth Curse of Nightmares It can be used to activate talent Phase Door (costing 30 power out of 45/60) : Effective talent level: 2.0 Power cost: 30 out of 45/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 6 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 5). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Main armor | Eel-skin armour (10 def, 1 armour) (Misfortune) Eel-skin armour (10 def, 1 armour) (Misfortune)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Misfortune It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 39.78 to 119.33 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
Newly picked up healing infusion (heal 49)healing infusion (heal 49) 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: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 49 life. 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. |
movement infusion of the duelist (643% speed; 4 turns) movement infusion of the duelist (643% 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: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 643% 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 Dexterity 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. |
Newly picked up regeneration infusion (heal 180 over 5 turns)regeneration infusion (heal 180 over 5 turns) 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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 180 life over 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. |
Newly picked up phase door rune of the titan (range 11; power 24; dur 5)phase door rune of the titan (range 11; power 24; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Newly picked up shielding rune (absorb 77 for 3 turns)shielding rune (absorb 77 for 3 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 77 damage for 3 turns. 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. |
Newly picked up gold amuletgold amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
Newly picked up insulating gold amulet of strength (+3)insulating gold amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +16% cold / +12% fire Amulets can have magical properties. |
stralite battleaxe 'Mayotira' (44-66 power, 3 apr) (Misfortune) stralite battleaxe 'Mayotira' (44-66 power, 3 apr) (Misfortune)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage when this weapon hits: +24 mind Damage conversion: 35% mind When wielded/worn: Accuracy: +8 Defense: +11 Changes stats: +5 Wil Changes resistances: +3% nature Critical mult.: +10.00% Psi per kill: +2.00 Mental crit. chance: +2% Curse of Misfortune 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 battleaxes. |
Newly picked up dwarven-steel dagger (17-22.1 power, 7 apr) (Corpses)dwarven-steel dagger (17-22.1 power, 7 apr) (Corpses) Requires: - Dexterity 24 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Curse of Corpses Sharp, short and deadly. |
Newly picked up dwarven-steel greatmaul (42.5-63.75 power, 2 apr) (Nightmares)dwarven-steel greatmaul (42.5-63.75 power, 2 apr) (Nightmares) Requires: - Strength 24 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Curse of Nightmares Massive two-handed maul. |
Newly picked up dwarven-steel greatmaul of nature (39.5-59.25 power, 2 apr) (Misfortune)dwarven-steel greatmaul of nature (39.5-59.25 power, 2 apr) (Misfortune) Requires: - Strength 24 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage conversion: 40% nature When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +9% nature Curse of Misfortune Massive two-handed maul. |
arcing steel mace (15-21 power, 3 apr) (Corpses) arcing steel mace (15-21 power, 3 apr) (Corpses)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +5 lightning Curse of Corpses Blunt and deadly. |
insidious dwarven-steel mace of purging (27.5-38.5 power, 4 apr) (Corpses) insidious dwarven-steel mace of purging (27.5-38.5 power, 4 apr) (Corpses)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +8 nature / +18 insidious poison Curse of Corpses Blunt and deadly. |
Newly picked up steel mace (15-21 power, 3 apr) (Shrouds)steel mace (15-21 power, 3 apr) (Shrouds) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Curse of Shrouds Blunt and deadly. |
cruel ash magestaff of power (15-18 power, 3 apr, arcane damage) (Misfortune) cruel ash magestaff of power (15-18 power, 3 apr, arcane damage) (Misfortune)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +12 Spell crit. chance: +2% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Newly picked up potent yew magestaff (24-28.8 power, 4 apr, lightning damage) (Corpses)potent yew magestaff (24-28.8 power, 4 apr, lightning damage) (Corpses) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +24% lightning Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Newly picked up potent yew vilestaff of warding (23-27.6 power, 4 apr, fire damage) (Misfortune)potent yew vilestaff of warding (23-27.6 power, 4 apr, fire damage) (Misfortune) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 23.0 - 27.6 Uses stat: 100% Mag Damage type: Fire Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Maximum wards: +2 fire Changes damage: +23% fire Talents granted: +1 Command Staff +3 Ward Spellpower: +9 Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Newly picked up yew starstaff (20-24 power, 4 apr, physical damage) (Misfortune)yew starstaff (20-24 power, 4 apr, physical damage) (Misfortune) 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: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Newly picked up yew starstaff of power (20-24 power, 4 apr, temporal damage) (Nightmares)yew starstaff of power (20-24 power, 4 apr, temporal damage) (Nightmares) 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: 100% Mag Damage type: Temporal Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Spellpower: +13 Spell crit. chance: +3% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Newly picked up manaburning dwarven-steel waraxe (21.5-30.1 power, 4 apr) (Madness)manaburning dwarven-steel waraxe (21.5-30.1 power, 4 apr) (Madness) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +10 manaburn Curse of Madness One-handed war axes. |
Newly picked up hardened leather belt (Shrouds)hardened leather belt (Shrouds) 1.00 Encumbrance. Type: armor / belt ; tier 3 Curse of Shrouds A belt that goes around your waist. |
Newly picked up hardened leather belt of burglary (Misfortune)hardened leather belt of burglary (Misfortune) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Lck Trap disarming bonus: +5 Stealth bonus: +5 Infravision radius: +3 Curse of Misfortune A belt that goes around your waist. |
linen cloak of the hunt (1 def, 0 armour) (Shrouds) linen cloak of the hunt (1 def, 0 armour) (Shrouds)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Fatigue: -4% Maximum life: +42.00 Curse of Shrouds It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 4.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 36% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Newly picked up verdant cashmere robe (2 def, 0 armour) (Misfortune)verdant cashmere robe (2 def, 0 armour) (Misfortune) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +1 Con Changes damage: +7% nature Life regen: +1.30 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Newly picked up insulating pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) (Madness)insulating pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) (Madness) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 Ranged Defense: +2 Fatigue: +3% Changes resistances: +8% cold / +8% fire Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Newly picked up miner's pair of dwarven-steel boots (0 def, 10 armour) (Nightmares)miner's pair of dwarven-steel boots (0 def, 10 armour) (Nightmares) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% 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. |
Newly picked up pair of hardened leather boots (0 def, 3 armour) (Corpses)pair of hardened leather boots (0 def, 3 armour) (Corpses) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Curse of Corpses A pair of boots made of leather. |
Newly picked up cashmere wizard hat (2 def, 0 armour) (Nightmares)cashmere wizard hat (2 def, 0 armour) (Nightmares) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Curse of Nightmares A pointy cloth hat, very wizardly... |
Newly picked up dwarven-steel helm (0 def, 4 armour) (Misfortune)dwarven-steel helm (0 def, 4 armour) (Misfortune) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Newly picked up dwarven-steel helm (0 def, 4 armour) (Nightmares)dwarven-steel helm (0 def, 4 armour) (Nightmares) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Galakalthodig' (0 def, 4 armour) (Shrouds) dwarven-steel helm 'Galakalthodig' (0 def, 4 armour) (Shrouds)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex / +4 Mag Changes resistances: +8% fire / +6% cold / +8% lightning / +9% acid Changes damage: +9% arcane Allows you to breathe in: water Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Newly picked up impenetrable dwarven-steel mail armour (3 def, 13 armour) (Corpses)impenetrable dwarven-steel mail armour (3 def, 13 armour) (Corpses) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 Fatigue: +16% Curse of Corpses A suit of armour made of mail. |
Newly picked up steel mail armour of lightning resistance (2 def, 6 armour) (Nightmares)steel mail armour of lightning resistance (2 def, 6 armour) (Nightmares) 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 resistances: +17% lightning Curse of Nightmares A suit of armour made of mail. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
2 opal 2 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. |
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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
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. |
Newly picked up elven-wood totem of cure illness [power 3] (17/20 cooldown)elven-wood totem of cure illness [power 3] (17/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to removes up to 3 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Skeleton archer hits Nalcearn for 0 physical damage.
Nalcearn hits skeleton archer for 0 nature, 0 blight damage (total 0.00).
Dreadmaster uses Silence.
Nalcearn shrugs off the effect 'Silenced'!
Skeleton warrior misses Nalcearn.
Nalcearn has shrugged off 7 damage and is ready for more.
Skeleton archer uses Reload.
Your movements fuel your rampage! (+1 duration)
Skeleton warrior misses Nalcearn.
Nalcearn uses Call Lightning.
You feel your rampage slowing down. (-1 duration)
Dreadmaster is on fire!
Skeleton archer is on fire!
Skeleton warrior is on fire!
Skeleton archer shoots!
Nalcearn hits skeleton warrior for 22 lightning, 35 fire damage (total 55.98).
Nalcearn hits skeleton archer for 0 lightning, 0 fire, 0 fire damage (total 0.00).
Nalcearn hits dreadmaster for 23 fire, 15 lightning damage (total 36.39).
Your hatred grows even as your life fades! (+4 hate)
Skeleton archer hits Nalcearn for 33 physical damage.
Nalcearn hits skeleton warrior for 5 fire damage.
Nalcearn hits dreadmaster for 4 fire damage.
Dreadmaster casts Disperse Magic.
Skeleton archer uses Reload.
Your hatred grows even as your life fades! (+4 hate)
Saving done.
Saving done.
Saving game...
