Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 19 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 75th Pyre 122nd year of Ascendancy at 20:48 2 / 3Killed by Urkis, the High Tempest at level 17 on the 49th Haze 122nd year of Ascendancy at 21:40 Killed by wretchling at level 17 on the 58th Haze 122nd year of Ascendancy at 13:45 |
Primary Stats
| Strength | 53 (base 39) |
| Dexterity | 15 (base 10) |
| Constitution | 32 (base 21) |
| Magic | 10 (base 10) |
| Willpower | 47 (base 39) |
| Cunning | 16 (base 10) |
Resources
| Life | 492/492 |
| Hate | 68/100 |
| Healing Factor | 1.0929268525883 |
| Regeneration | 0.27323171314708 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 116 |
| Accuracy | 48 |
| Crit Chance | 15% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32.65 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +16% |
| All | +0% |
Offense: Damage Penetration
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 46.2 (95%) |
| Defense | 26.175 |
| Ranged Defense | 27.675 |
| Fatigue | 17 |
| Physical Save | 26.7875 |
| Spell Save | 26.8875 |
| Mental Save | 26.4375 |
Defense: Resistances
| Nature | 17%( 70%) |
| Darkness | 26%( 78%) |
| Mind | 30%( 70%) |
| Temporal | 9%( 70%) |
| Physical | 2%( 72%) |
| Arcane | 5%( 70%) |
| Cold | 17%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Fear Resistance | 30% |
| Stun Resistance | 30% |
| Knockback Resistance | 52% |
| Confusion Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 665% 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 30 with a minimum range of 15. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 366 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Gloom |
| beneficial effect | Horrible visions fill your mind. Level 1 Curse of Nightmares 1Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Level 1: Removed from Reality: +2 Physical Resistance, +2 Maximum Physical Resistance Level 2: -1 Luck, +3 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 10 air and an additional 3 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 2 Curse of Shrouds 2Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Level 1: Nightwalker: +8 Darkness Resistance, +8% Max Darkness Resistance, +6 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 |
Escort: lost anorithil (level 2 of Ruins of Kor'Pul) | done |
Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved physical save by +4. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
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 |
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 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 within2 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& traveler&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: +3 Fatigue: -2% Maximum encumbrance: +29 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | alchemist& alchemist&Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +5 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed iron helm of might (0 def, 3 armour) bladed iron helm of might (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 Armour: +3 Fatigue: +5% Changes stats: +6 Str / +3 Con Damage when the wearer is hit: 6 physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy&ANTIQUE_WHITE |
| Tool | forcefull ash totem of thorny skin [power 15] (20 cooldown) forcefull ash totem of thorny skin [power 15] (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 15 and armour hardiness by 40%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator& gladiator&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +4 Str / +5 Con Rings can have magical properties. |
| On fingers | solipsist& solipsist&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +5 Changes stats: +6 Cun / +5 Wil Mindpower: +6 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around waist | protective hardened leather belt of shielding protective hardened leather belt of shieldingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +5 Spell save: +6 It can be used to create a temporary shield that absorbs 227 damage, placing all other charms into a 30 cooldown. A belt that goes around your waist. |
| In main hand | Burnrazor the stralite greatsword (48-76.8 power, 3 apr) (Shrouds) Burnrazor the stralite greatsword (48-76.8 power, 3 apr) (Shrouds)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage when this weapon hits: +12 nature / +12 temporal When wielded/worn: Accuracy: +11 Physical crit. chance: +9.0% Physical power: +10 Defense: +11 Changes resistances: +5% arcane Changes resistances penetration: +5% fire Curse of Shrouds Massive two-handed swords. |
| On hands | sand iron gauntlets of strength (+2) (0 def, 6 armour) sand iron gauntlets of strength (+2) (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +6 Changes stats: +2 Str Damage when the wearer hits(melee): 6 physical Changes damage: +4% physical Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Thalore-Wood Cuirass (4 def, 10 armour) (Nightmares) Thalore-Wood Cuirass (4 def, 10 armour) (Nightmares)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil Changes resistances: +18% nature / +18% cold / +18% darkness Healing mod.: +25% Curse of Nightmares Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| Cloak | enveloping cashmere cloak of clarity (7 def, 0 armour) (Shrouds) enveloping cashmere cloak of clarity (7 def, 0 armour) (Shrouds)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 Mental 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. |
| Around neck | anchoring steel amulet of dexterity (+2) anchoring steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% temporal Knockback immunity: +22% Amulets can have magical properties. |
Inventory
titan& titan&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: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 14% for 5 turns. 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. |
warrior& warrior&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 220 life. Its effects scale with your Strength 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. |
vision rune (radius 8) vision rune (radius 8)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: 30 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 12) for 14 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. |
rogue& rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Defense: +8 Changes stats: +4 Cun Rings can have magical properties. |
steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +6 Confusion immunity: +25% Rings can have magical properties. |
flaming steel dagger of phasing (8.5-11.05 power, 12 apr) (Nightmares) flaming steel dagger of phasing (8.5-11.05 power, 12 apr) (Nightmares)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 8.5 - 11.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +12 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +16% Burst (radius 1) on hit: +6 fire Curse of Nightmares Sharp, short and deadly. |
icy dwarven-steel dagger of crippling (19.5-25.35 power, 7 apr) (Nightmares) icy dwarven-steel dagger of crippling (19.5-25.35 power, 7 apr) (Nightmares)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +6 ice When wielded/worn: Physical crit. chance: +6.0% Curse of Nightmares Sharp, short and deadly. |
psychic& psychic&Requires: - Dexterity 24 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +6 gravity When wielded/worn: Changes stats: +3 Cun / +1 Wil Changes damage: +6% physical Mindpower: +7 Curse of Madness Sharp, short and deadly. |
psychic& psychic&Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +2 Wil Mindpower: +6 Curse of Shrouds Sharp, short and deadly. |
steel dagger of torment (10.5-13.65 power, 6 apr) (Nightmares) steel dagger of torment (10.5-13.65 power, 6 apr) (Nightmares)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Changes resistances penetration: +5% mind / +6% darkness Curse of Nightmares Sharp, short and deadly. |
Spellcrusher (28-42 power, 4 apr) (Madness) Spellcrusher (28-42 power, 4 apr) (Madness)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to shatter magical shields Damage when this weapon hits: +20 nature When wielded/worn: Changes damage: +10% nature Spell save: +10 Curse of Madness This large steel greatmaul has thick vines wrapped around the handle. |
glacial dwarven-steel greatmaul (44.5-66.75 power, 2 apr) (Corpses) glacial dwarven-steel greatmaul (44.5-66.75 power, 2 apr) (Corpses)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: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage conversion: 33% ice When wielded/worn: Armour: +6 Changes resistances penetration: +9% cold Curse of Corpses Massive two-handed maul. |
quick steel greatsword of paradox (23-36.8 power, 2 apr) (Madness) quick steel greatsword of paradox (23-36.8 power, 2 apr) (Madness)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 90% Damage when this weapon hits: +9 temporal When wielded/worn: Accuracy: +9 Changes stats: +3 Dex Damage when the wearer is hit: 10 temporal Changes resistances: +11% temporal Curse of Madness Massive two-handed swords. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) (Misfortune) Bloomsoul (8-8.8 power, 13 apr, nature damage) (Misfortune)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% Curse of Misfortune It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 30 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
caller& caller&Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. Base power: 4.5 - 5.0 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: Damage when the wearer is hit: 4 physical Changes resistances: +3% physical Changes resistances penetration: +5% physical / +3% fire / +3% cold / +2% acid Changes damage: +11% physical / +6% fire / +8% cold / +7% acid 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. |
vined mindstar of frost (5-5.5 power, 18 apr, nature damage) (Madness) vined mindstar of frost (5-5.5 power, 18 apr, nature damage) (Madness)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 cold Changes resistances: +2% cold Changes resistances penetration: +2% cold Changes damage: +2% cold Mindpower: +2 Mental crit. chance: +2% Curse of Madness 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. |
ranger& ranger&Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +9 Damage when this weapon hits(ranged): +8 fire When wielded/worn: Changes stats: +3 Dex Changes damage: +9% fire Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
Bolbum& Bolbum&Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Armour Penetration: +10 Attack speed: 100% When wielded/worn: Accuracy: +7 Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 Spell crit. chance: +18% Curse of Madness A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
cruel yew vilestaff of illumination (20-24 power, 4 apr, darkness damage) (Misfortune) cruel yew vilestaff of illumination (20-24 power, 4 apr, darkness damage) (Misfortune)Requires: - Magic 24 Infused by nature Crafted by a master 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: Darkness Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +9 Spell crit. chance: +3% Light radius: +2 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 30.65 light damage. Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff of fate (24-28.8 power, 4 apr, darkness damage) (Misfortune) potent yew starstaff of fate (24-28.8 power, 4 apr, darkness 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: 24.0 - 28.8 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +24% darkness Talent granted: +1 Command Staff Physical save: +4 Spell save: +4 Mental save: +4 Spellpower: +9 Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
void walker& void walker&Requires: - Magic 16 Powered by arcane forces 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: Fire Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +3 Spell save: +3 Mental save: +4 Spellpower: +6 Spell crit. chance: +2% Defense after a teleport: +7 Resist all after a teleport: +6% Effect duration reduction after a teleport: +12% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe of disruption (19.5-27.3 power, 4 apr) (Misfortune) dwarven-steel waraxe of disruption (19.5-27.3 power, 4 apr) (Misfortune)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage against: +8% Undead / +10% Construct Curse of Misfortune One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused 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% A belt rumoured to have been worn by the Conclave healers. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
regal linen cloak of protection (1 def, 0 armour) (Shrouds) regal linen cloak of protection (1 def, 0 armour) (Shrouds)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil Spell save: +6 Mental 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. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) (Nightmares) Spider-Silk Robe of Spydrë (10 def, 15 armour) (Nightmares)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +5 Con / +4 Wil Damage when the wearer is hit: 20 poison / 20 slime Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% Curse of Nightmares This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
woollen robe of light (+16%) (0 def, 0 armour) (Misfortune) woollen robe of light (+16%) (0 def, 0 armour) (Misfortune)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +16% light Changes damage: +11% light Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
brawler& brawler&Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cured leather armour of Toknor (2 def, 4 armour) (Misfortune) cured leather armour of Toknor (2 def, 4 armour) (Misfortune)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 Armour: +4 Defense: +2 Fatigue: +7% Critical mult.: +11.00% Curse of Misfortune A suit of armour made of leather. |
enlightening cured leather armour of Eyal (2 def, 4 armour) (Madness) enlightening cured leather armour of Eyal (2 def, 4 armour) (Madness)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Changes stats: +2 Cun / +2 Wil Mental save: +12 Life regen: +0.50 Maximum life: +42.00 Healing mod.: +10% Curse of Madness A suit of armour made of leather. |
spiked hardened leather armour of Eyal (3 def, 6 armour) (Shrouds) spiked hardened leather armour of Eyal (3 def, 6 armour) (Shrouds)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Damage when the wearer is hit: 10 physical Life regen: +0.70 Maximum life: +55.00 Healing mod.: +16% Curse of Shrouds A suit of armour made of leather. |
spellplated steel shield of arcane resistance (+12%) (6 def, 2 armour, 40 block) spellplated steel shield of arcane resistance (+12%) (6 def, 2 armour, 40 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes stats: +3 Wil Changes resistances: +12% arcane Talent granted: +2 Block Spell save: +6 Mental save: +7 Handheld deflection devices |
steel shield of fire resistance (+16%) (6 def, 2 armour, 35 block) steel shield of fire resistance (+16%) (6 def, 2 armour, 35 block)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: +16% fire Talent granted: +2 Block Handheld deflection devices |
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. |
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. |
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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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. |
insidious pouch of steel shots (19/19, 16.5-19.8 power, 2 apr) insidious pouch of steel shots (19/19, 16.5-19.8 power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 16.5 - 19.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 Damage when this weapon hits(ranged): +20 insidious poison Shots are used with slings to pummel your foes to death. |
Flowerglean of kinetic psionic shield [power 27] (20 cooldown) Flowerglean of kinetic psionic shield [power 27] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when the wearer is hit: 20 nature / 16 blight Changes resistances: +12% nature It can be used to setup a psionic shield, reducing all physical and acid damage by 27 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast [power 150] (6 cooldown) dwarven-steel torque of mindblast [power 150] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a beam (dam 75-150), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
psionic steel torque of kinetic psionic shield [power 27] (20 cooldown) psionic steel torque of kinetic psionic shield [power 27] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical and acid damage by 27 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
quick ash totem of cure poisons [power 1] (13 cooldown) quick ash totem of cure poisons [power 1] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 1 poisons from the target, placing all other charms into a 13 cooldown. Natural totems are made by powerful wilders to store nature power. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless& Kyless&Infused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually lead to his doom. The book has a simple appearance: bound in leather with no markings on the cover. All of the pages are blank. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Musashi the Cornac Cursed level 14
51st Dusk 122nd year of Ascendancy at 11:20 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Musashi the Cornac Cursed level 13
37th Dusk 122nd year of Ascendancy at 05:19 see stats
Level 10
Got a character to level 10.By Musashi the Cornac Cursed level 10
8th Mirth 122nd year of Ascendancy at 04:39 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Musashi the Cornac Cursed level 19
60th Haze 122nd year of Ascendancy at 18:07 see stats
The Arena
Unlocked Arena mode.By Musashi the Cornac Cursed level 5
78th Pyre 122nd year of Ascendancy at 06:28 see stats
The secret city
Discovered the truth about mages.By Musashi the Cornac Cursed level 17
49th Haze 122nd year of Ascendancy at 05:25 see stats
Log
You can read all your collected lore in the game menu, by pressing Escape.
You are no longer encumbered.
Musashi drops on the floor: blazebringer&LASTLASTLASTacidic steel dagger of massacre (14.5-18.85 power, 6 apr) (Shrouds)
There is an item here: steel dagger of shearing (9-11.7 power, 6 apr) (Madness)
There is an item here: troll-hide cured leather armour of acid resistance (2 def, 4 armour) (Corpses)
You pickup 0.65 gold pieces.
You pickup 0.90 gold pieces.
There is an exit to the worldmap here (press &039; or right click to use).
The merchant thanks you for saving his life. He gives you 8 gold and asks you to meet him again in Last Hope.
Quest &039; status updated! (Press &039; to see the quest log)
Personal New Achievement: Rescuer of the lost!
Quest &039; is done! (Press &039; to see the quest log)
Quest &039; completed! (Press &039; to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 61st Haze of the 122nd year of the Age of Ascendancy of Maj&LASTLAST039;Eyal.
The time is 03:38.
Today is the 63rd Haze of the 122nd year of the Age of Ascendancy of Maj&LASTLAST039;Eyal.
The time is 03:10.
There is a Last Hope (Town) here (press &039; or right click to use).
Saving done.
There is an exit to the worldmap here (press &039; or right click to use).
