










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 27 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 2nd Dusk 122nd year of Ascendancy at 14:41 0 / 7Killed by snow giant thunderer at level 18 on the 15th Haze 122nd year of Ascendancy at 07:27 Killed by Lisiletira the skeleton archer at level 22 on the 4th Decay 122nd year of Ascendancy at 04:13 Killed by aether beam at level 24 on the 34th Regrowth 123rd year of Ascendancy at 06:29 Killed by elven tempest at level 25 on the 39th Regrowth 123rd year of Ascendancy at 08:17 Killed by Grand Corruptor at level 25 on the 39th Regrowth 123rd year of Ascendancy at 23:30 Killed by elven cultist at level 27 on the 51st Regrowth 123rd year of Ascendancy at 00:35 |
| Antimagic | Follower |
Primary Stats
| Strength | 47.486470760195 (base 56) |
| Dexterity | 9.4106316208466 (base 10) |
| Constitution | 18 (base 11) |
| Magic | 13 (base 10) |
| Willpower | 86 (base 56) |
| Cunning | 19 (base 10) |
Resources
| Life | -129/965 |
| Stamina | 391/391 |
| Equilibrium | 10 |
| Healing Factor | 1.743829787234 |
| Regeneration | 149.06919874638 |
Speed
| Mental | +12.028637809585% |
| Attack | +12.028637809585% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 59 |
| Crit Chance | 18% |
| APR | 15 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 19% |
| Speed | 0.89262890235236 |
Offense: Damage Bonus
| Acid | +18% |
| Blight | +18% |
| Physical | +23% |
| Cold | +21% |
| All | 0% |
| Lightning | +33% |
| Light | +10% |
| Temporal | +15% |
| Mind | +27% |
| Darkness | +18% |
| Fire | +54% |
| Nature | +26% |
Offense: Damage Penetration
| Acid | +18% |
| Blight | +18% |
| Physical | +25% |
| Cold | +33% |
| Lightning | +18% |
| Darkness | +23% |
| Mind | +10% |
| Fire | +38% |
| Nature | +18% |
Defense: Base
| Armour (hardiness) | 47.723073231957 (93.924050632911%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 29 |
| Physical Save | 33 |
| Spell Save | 33 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 51%( 70%) |
| Physical | -1%( 70%) |
| Cold | + 42%( 70%) |
| All | -20%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 12%( 70%) |
| Mind | -1%( 70%) |
| Darkness | -13%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Disarm Resistance | 46% |
| Stun Resistance | 15% |
| Blind Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 298 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.50 |
| 5/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.55 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.25 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The target is infected by a disease, reducing its strength by 18 and doing 29.97 blight damage per turn. Weakness Disease |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 13 and doing 44.90 blight damage per turn. Decrepitude Disease |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target is attuned to the wild, increasing all damage affinity by 19% and reducing a random debuff duration by 3 each turn. Primal Attunement |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| beneficial effect | A flow of life spins around the target, regenerating 51.25 life per turn. Regeneration |
| beneficial effect | You gain 22% resistance against blight, cold and lightning. Resolve |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +5. | 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 huge ice dragon that dwelled there. | done |
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 Shade. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within7 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 | Smolderbile the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Con / +4 Wil Changes resistances: +3% fire Changes resistances penetration: +15% cold / +7% physical Changes damage: +24% fire / +3% cold Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. 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 PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(139 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Jetslice (7 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +4 Defense: +7 (+4 eff.) Fatigue: +4% Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun Changes resistances: +6% acid / +9% temporal / +3% darkness / +6% nature Changes resistances penetration: +5% darkness Knockback immunity: +20% Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tempestsmash the stralite torque of clear mind [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Damage when hit (Melee): 4 lightning Changes resistances: +9% lightning / +12% temporal Changes damage: +6% lightning / +6% temporal / +9% mind It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun ring 'Lightningwolf'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +11 Defense: +11 (+6 eff.) Changes stats: +3 Con Changes resistances: +9% lightning Changes damage: +9% lightning / +9% temporal Spell save: +13 (+7 eff.) Life regen: +11.00 Maximum life: +57.00 Maximum stamina: +23.00 Healing mod.: +16% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+6 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | balanced stralite greatmaul of massacre (63.5-95.25 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 63.5 - 95.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +13 (+7 eff.) Disarm immunity: +46% Massive two-handed mauls. |
| On hands | Xerusenn the hardened leather gloves (10 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +1 Armour: +6 Defense: +10 (+5 eff.) Changes stats: +3 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Zubuth the Rimevagrant (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +15% acid / +6% cold / +16% mind Changes resistances penetration: +10% mind Changes damage: +18% mind Mental save: +13 (+4 eff.) A suit of armour made of metal plates. |
| Cloak | Zerahor the Winternoon (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Damage when hit (Melee): 10 cold Changes stats: +4 Cun / +3 Dex Changes resistances: +16% nature / +14% blight Changes resistances penetration: +20% fire Changes damage: +12% fire Physical save: +12 (+6 eff.) Mental save: +15 (+5 eff.) Life regen: +9.00 Only die when reaching: -50.00 life Healing mod.: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | HellsshearCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +6 Dex / +2 Wil Changes resistances: +6% temporal / +30% fire Talent masteries: +0.25 Wild-gift / Storm drake aspect +0.25 Wild-gift / Harmony Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 237; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 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 nature talent. |
This item will automatically be transmogrified when you leave the level.wild infusion (res 18%; mental, magical; dur 4; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.blazebringer's dwarven-steel mace of shearing (27.5-38.5 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (radius 2) on crit: +5 fire When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% fire / +5% all Global speed: +4% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.blooming pulsing mindstar of clarity (14-15.4 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +5 (+2 eff.) Maximum psi: +17.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +33 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.crackling dwarven-steel shield (0 def, 6 armour, 30.5-36.6 power, 74 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +74 Damage (Melee): +10 lightning When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 16 lightning Changes stats: +2 Dex Changes resistances: +13% lightning Talent granted: +1 Block Handheld deflection devices. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are 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. |
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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Bonnie the Cornac Wyrmic level 17
75th Dusk 122nd year of Ascendancy at 12:04 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Bonnie the Cornac Wyrmic level 23
7th Decay 122nd year of Ascendancy at 08:02 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bonnie the Cornac Wyrmic level 14
56th Dusk 122nd year of Ascendancy at 05:52 see stats
Exterminator
Killed 1000 creatures.By Bonnie the Cornac Wyrmic level 20
28th Haze 122nd year of Ascendancy at 09:32 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bonnie the Cornac Wyrmic level 24
29th Regrowth 123rd year of Ascendancy at 02:53 see stats
Level 10
Got a character to level 10.By Bonnie the Cornac Wyrmic level 10
8th Mirth 122nd year of Ascendancy at 20:27 see stats
Level 20
Got a character to level 20.By Bonnie the Cornac Wyrmic level 20
16th Haze 122nd year of Ascendancy at 22:31 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Bonnie the Cornac Wyrmic level 13
48th Dusk 122nd year of Ascendancy at 14:35 see stats
Size matters
Did over 600 damage in one attack.By Bonnie the Cornac Wyrmic level 19
15th Haze 122nd year of Ascendancy at 08:25 see stats
The Arena
Unlocked Arena mode.By Bonnie the Cornac Wyrmic level 5
78th Pyre 122nd year of Ascendancy at 00:03 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bonnie the Cornac Wyrmic level 17
15th Haze 122nd year of Ascendancy at 06:19 see stats
Log
Bonnie attunes to the wild.
Bonnie uses Infusion: Regeneration.
Bonnie starts regenerating health quickly.
Elven cultist casts Rune: Shielding.
A shield forms around elven cultist.
Elven cultist casts Drain.
Bonnie HEALS from lightning damage!
Bonnie HEALS from blight damage!
Thunderstorm hits Bonnie for 24 lightning, 11 healing (24 total damage) [11 healing].
Elven cultist hits Bonnie for 64 blight, 40 healing (64 total damage) [40 healing].
Bonnie HEALS from lightning damage!
Something hits Bonnie for 118 lightning, 53 healing (118 total damage) [53 healing].
Bonnie HEALS from blight damage!
Decrepitude Disease from Elven cultist hits Bonnie for 23 blight, 15 healing (23 total damage) [15 healing].
Rotting Disease from Elven cultist hits Bonnie for 26 blight, 16 healing (26 total damage) [16 healing].
Weakness Disease from Elven cultist hits Bonnie for 18 blight, 11 healing (18 total damage) [11 healing].
Bonnie uses Infusion: Healing.
Bonnie is free from the rotting disease.
Bonnie receives 82 healing from Infusion: Healing.
Bonnie shakes the ground!
Bonnie misses Something.
Elven cultist activates his glowing rod!
Elven cultist hits Bonnie for 343 fire damage.
Bonnie the level 27 cornac wyrmic was slowly cooked to death by an elven cultist on level 5 of Dark crypt.
Bonnie is no longer one with nature.
Bonnie is no longer attuned.
Bonnie is free from the weakness disease.
Bonnie is free from the decrepitude disease.
Bonnie stops regenerating health quickly.




























































































