Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! Steamtech UI 1.1.4 ZOmnibus Addon Pack 1.0.6Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 16 / 50% |
| Size | medium |
| Lifes / Deaths | Killed by multi-hued crystal at level 14 on the 79th Haze 122nd year of Ascendancy at 13:46 0 / 6Killed by Van F@CK YOU! at level 16 on the 62nd Regrowth 123rd year of Ascendancy at 09:31 Killed by electric eel at level 16 on the 62nd Regrowth 123rd year of Ascendancy at 12:29 Killed by entrenched horror at level 16 on the 62nd Regrowth 123rd year of Ascendancy at 12:43 Killed by boiling horror at level 16 on the 62nd Regrowth 123rd year of Ascendancy at 13:18 Killed by entrenched horror at level 16 on the 62nd Regrowth 123rd year of Ascendancy at 16:23 |
Primary Stats
| Strength | 53 (base 42) |
| Dexterity | 13 (base 10) |
| Constitution | 25 (base 25) |
| Magic | 10 (base 10) |
| Willpower | 31 (base 20) |
| Cunning | 27 (base 10) |
Resources
| Life | -3/428 |
| Hate | 106/106 |
| Healing Factor | 0.9920971774918 |
| Regeneration | 3.2243158268483 |
Speed
| Mental | +37.467786745468% |
| Attack | 0% |
| Movement | +234.44663431036% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 38 |
| Crit Chance | 6% |
| APR | 8 |
| Speed | 0.73 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29.25 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +14% |
| Physical | +68% |
| Nature | +13% |
| All | +10% |
Offense: Damage Penetration
| Light | +10% |
Defense: Base
| Armour (hardiness) | 19 (30%) |
| Defense | 17.45 |
| Ranged Defense | 22.225 |
| Fatigue | 10 |
| Physical Save | 31.175906512984 |
| Spell Save | 22.325 |
| Mental Save | 33.675906512984 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Physical | + 13%( 71%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Temporal | + 9%( 70%) |
| Mind | + 5%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 5%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 17% |
| Confusion Resistance | 32% |
| Fear Resistance | 17% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 17% |
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. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse 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 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 310 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 3/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 1.12 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | The target is hunting creatures of type / sub-type: undead / skeleton with 62% effectiveness. Kills: 0 / 12 kills, Damage: +4% / +9%, Attack: +0 / +0, Stun: -- / 0.0%, Outmaneuver: 0.0% / 0.0% Predator |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 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 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.0)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | Huge cut that bleeds, doing 7.92 physical damage per turn. Bleeding |
| beneficial effect | The target is rampaging! (+234% movement speed, +37% attack speed, +32% physical damage, +16 physical save, +16 mental save, 30/30 damage shrugged off this turn) Rampaging |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Cursed Form |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +10 Defense, +5 Ranged Defense Power 2+: -3 Luck, +9 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+42% chance to avoid traps). Power 4+: Unfortunate End: There is a 33% chance that the damage you deal will increase by 34% if the increase would be 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 lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 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 Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Willpower 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 Willpower by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +1. | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 | miner's pair of iron boots of uncanny dodging (3 def, 7 armour) (Misfortune) miner's pair of iron boots of uncanny dodging (3 def, 7 armour) (Misfortune)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Ranged Defense: +2 Fatigue: +2% Infravision radius: +1 Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 12 fire Changes resistances: +5% fire 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. |
| On head | rough leather cap 'Hurerak' (2 def, 1 armour) (Misfortune) rough leather cap 'Hurerak' (2 def, 1 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +1% Changes stats: +3 Str Damage when the wearer is hit: 12 mind Changes resistances: +6% darkness / +3% temporal Curse of Misfortune A cap made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | solipsist's steel ring of misery solipsist's steel ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Cun / +5 Wil Damage when the wearer hits(melee): 11 gloom / 21 bleed Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Mindpower: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
| On fingers | psionicist's copper ring of the mountain (+11%) psionicist's copper ring of the mountain (+11%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% physical Changes damage: +11% physical Mental save: +6 Rings can have magical properties. |
| Around waist | grounding rough leather belt of the giants (Madness) grounding rough leather belt of the giants (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 Changes resistances: +6% lightning / +6% temporal Spell save: +5 Curse of Madness A belt that goes around your waist. |
| In main hand | Durudil the Glowstoker (66.5-99.75 power, 3 apr) (Nightmares) Durudil the Glowstoker (66.5-99.75 power, 3 apr) (Nightmares)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +14 nature Damage against: +21% Animal When wielded/worn: Accuracy: +12 Changes stats: +5 Str Changes resistances: +3% nature / +6% acid Changes resistances penetration: +10% light Changes damage: +14% physical Stamina when hit: +3.00 Curse of Nightmares Massive two-handed maul. |
| On hands | naturalist's iron gauntlets of strength (+3) (0 def, 1 armour) (Misfortune) naturalist's iron gauntlets of strength (+3) (0 def, 1 armour) (Misfortune)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +3 Str Damage when the wearer hits(melee): 6 nature Changes resistances: +6% nature Changes damage: +3% nature Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | rejuvenating cured leather armour of resilience (2 def, 4 armour) (Corpses) rejuvenating cured leather armour of resilience (2 def, 4 armour) (Corpses)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Life regen: +3.00 Stamina each turn: +0.50 Maximum life: +20.00 Curse of Corpses A suit of armour made of leather. |
| Cloak | thick linen cloak of protection (1 def, 6 armour) (Madness) thick linen cloak of protection (1 def, 6 armour) (Madness)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes resistances: +10% cold Spell save: +6 Mental save: +6 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying copper amulet of mastery (0.12 Cursed / Cursed form) clarifying copper amulet of mastery (0.12 Cursed / Cursed form)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.12 Cursed / Cursed form Confusion immunity: +23% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the wizard (heal 95)healing infusion of the wizard (heal 95) 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 95 life. Its effects scale with your Magic 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. |
steel amulet of strength (+2) steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
copper ring of nature (+22%) copper ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Rings can have magical properties. |
marksman's steel ring of fire (+22%) marksman's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
steel battleaxe of erosion (16.5-24.75 power, 2 apr) (Misfortune) steel battleaxe of erosion (16.5-24.75 power, 2 apr) (Misfortune)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 16.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +9 nature / +6 temporal Curse of Misfortune Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr) (Madness) Bill's Tree Trunk (30-51 power, 7 apr) (Madness)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Madness It can be used to activate talent Sunder Armour (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 132% damage. If the attack hits, the target's Armour is reduced by 11 for 6 turns. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
elven-wood magestaff 'Runagrim' (25-30 power, 5 apr, arcane damage) (Misfortune) elven-wood magestaff 'Runagrim' (25-30 power, 5 apr, arcane damage) (Misfortune)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Dex Changes resistances: +3% light Changes damage: +25% arcane Talent granted: +1 Command Staff Mana each turn: +0.14 Maximum mana: +50.00 Spellpower: +21 Spell crit. chance: +13% Infravision radius: +3 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Glintwinnow (1 def, 0 armour) (Nightmares) Glintwinnow (1 def, 0 armour) (Nightmares)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +1 Dex Changes resistances penetration: +10% light Light radius: +2 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polygassra (2 def, 2 armour) (Madness) Polygassra (2 def, 2 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +2 Physical save: +15 Light radius: +3 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Isoyarin' (0 def, 3 armour) (Corpses) pair of iron boots 'Isoyarin' (0 def, 3 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +23 Physical save: +5 Mental save: +9 Defense after a teleport: +5 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. |
insulating iron helm (0 def, 3 armour) (Misfortune) insulating iron helm (0 def, 3 armour) (Misfortune)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 / +6% fire Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour of temporal resistance (2 def, 4 armour) (Madness) iron mail armour of temporal resistance (2 def, 4 armour) (Madness)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +16% temporal Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. lapis lazulilapis lazuli 0.00 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. |
This item will automatically be transmogrified when you leave the level. quartzquartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] 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. |
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. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
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 old Sher'tul places of power, any items dropped inside is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Van F@CK YOU! the Cornac Cursed level 9
22nd Dusk 122nd year of Ascendancy at 17:30 see stats
Level 10
Got a character to level 10.By Van F@CK YOU! the Cornac Cursed level 10
30th Dusk 122nd year of Ascendancy at 16:47 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Van F@CK YOU! the Cornac Cursed level 14
36th Haze 122nd year of Ascendancy at 18:51 see stats
The Arena
Unlocked Arena mode.By Van F@CK YOU! the Cornac Cursed level 5
9th Flare 122nd year of Ascendancy at 13:01 see stats
The secret city
Discovered the truth about mages.By Van F@CK YOU! the Cornac Cursed level 10
38th Dusk 122nd year of Ascendancy at 02:50 see stats
Log
Van F@CK YOU! picks up (n.): quartz.
Van F@CK YOU! picks up (a.): healing infusion of the wizard (heal 95).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 3 turns (stop reason: taken damage).
Van F@CK YOU! is stunned!
Entrenched horror's physical stun area effect hits Van F@CK YOU! for 30 physical damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Entrenched horror's physical stun area effect hits Van F@CK YOU! for 30 physical damage.
Entrenched horror's physical stun area effect hits Van F@CK YOU! for 30 physical damage.
You fight through the pain! (+18 hate)
Something hits Van F@CK YOU! for 204 physical damage.
Entrenched horror's physical stun area effect hits Van F@CK YOU! for 30 physical damage.
Your hatred grows even as your life fades! (+4 hate)
Entrenched horror's physical stun area effect hits Van F@CK YOU! for 30 physical damage.
Van F@CK YOU! is not stunned anymore.
Your hatred grows even as your life fades! (+4 hate)
Entrenched horror's physical stun area effect hits Van F@CK YOU! for 30 physical damage.
Your hatred grows even as your life fades! (+4 hate)
Van F@CK YOU! begins rampaging!
Van F@CK YOU! starts to bleed.
Entrenched horror's Earthen Missiles hits Van F@CK YOU! for 41 physical, 0 physical (41 total damage).
Saving game...
