Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 23 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by white crystal at level 23 on the 76th Pyre 122nd year of Ascendancy at 18:48 5 / 1 |
Primary Stats
| Strength | 45 (base 42) |
| Dexterity | 17 (base 10) |
| Constitution | 30 (base 25) |
| Magic | 10 (base 10) |
| Willpower | 43 (base 41) |
| Cunning | 10 (base 10) |
Resources
| Life | -3/584 |
| Hate | 100/100 |
| Healing Factor | 1.1433 |
| Regeneration | 17.663985 |
Speed
| Mental | +22.4% |
| Attack | 0% |
| Movement | +140% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 45 |
| Crit Chance | 2% |
| APR | 11 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.05 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Damage Bonus
| All | +2% |
Defense: Base
| Armour (hardiness) | 32.6 (84.761904761905%) |
| Defense | 13.85 |
| Ranged Defense | 16.85 |
| Fatigue | 16 |
| Physical Save | 27.775 |
| Spell Save | 17.85 |
| Mental Save | 21.925 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 36% |
| Confusion Resistance | 6% |
| Fear Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.50 |
| 4/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.50 |
| 1/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Cleave |
| 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. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 2%. Strength and Willpower are increased by 1. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | The target is rampaging! (+140% movement speed, +22% attack speed, +12% physical damage, +6 physical save, +6 mental save, 0/20 damage shrugged off this turn) Rampaging |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | pair of iron boots of uncanny dodging (2 def, 3 armour) pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | umbral hardened leather gloves of strength (+2) (0 def, 2 armour) umbral hardened leather gloves of strength (+2) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +5 Armour: +2 Damage (Melee): 5 darkness Changes stats: +2 Str Changes resistances: +5% darkness Changes damage: +3% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | rough leather cap of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
| On fingers | mule's copper ring of perseverance mule's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Stun/Freeze immunity: +21% Life regen: +1.20 Rings can have magical properties. |
| On fingers | titan's gold ring of pilfering titan's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +9 Defense: +7 Changes stats: +2 Con Physical save: +4 Activating this item is instant. 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 away 4 grids from your target. Rings can have magical properties. |
| Around neck | restful gold amulet of dexterity (+4) restful gold amulet of dexterity (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex Life regen: +1.10 Amulets can have magical properties. |
| In main hand | chilling dwarven-steel greatsword of massacre (44-70.4 power, 2 apr) (Madness) chilling dwarven-steel greatsword of massacre (44-70.4 power, 2 apr) (Madness)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 44.0 - 70.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 cold Curse of Madness Massive two-handed swords. |
| Main armor | impenetrable steel plate armour of resilience (4 def, 14 armour) (Madness) impenetrable steel plate armour of resilience (4 def, 14 armour) (Madness)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 Fatigue: +22% Maximum life: +22.00 Curse of Madness A suit of armour made of metal plates. |
| Light source | scorching brass lantern of focus scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +3 Wil Changes resistances: +5% fire Changes damage: +6% mind 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. |
| Around waist | nightruned hardened leather belt of life nightruned hardened leather belt of lifePowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +9% light / +7% darkness Life regen: +0.90 Healing mod.: +17% A belt that goes around your waist. |
Inventory
wild infusion (resist 15%; cure magical) wild infusion (resist 15%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 15% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
mule's steel ring of frost (+22%) mule's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% cold Changes damage: +11% cold Maximum encumbrance: +21 Rings can have magical properties. |
mule's steel ring of light (+24%) mule's steel ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +24% light Changes damage: +12% light Maximum encumbrance: +21 Rings can have magical properties. |
wizard's voratun ring of clarity wizard's voratun ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Mag Spell save: +10 Mental save: +8 Confusion immunity: +23% Rings can have magical properties. |
arcing iron battleaxe (12-18 power, 1 apr) (Corpses) arcing iron battleaxe (12-18 power, 1 apr) (Corpses)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.0 - 18.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Curse of Corpses Massive two-handed battleaxes. |
arcing iron battleaxe of erosion (13-19.5 power, 1 apr) (Misfortune) arcing iron battleaxe of erosion (13-19.5 power, 1 apr) (Misfortune)Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +7 temporal / +9 nature Curse of Misfortune Massive two-handed battleaxes. |
balanced steel dagger of erosion (12-15.6 power, 6 apr) (Nightmares) balanced steel dagger of erosion (12-15.6 power, 6 apr) (Nightmares)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 nature / +5 temporal When wielded/worn: Accuracy: +5 Defense: +5 Curse of Nightmares Sharp, short and deadly. |
arcing steel greatsword of projection (22-35.2 power, 2 apr) (Corpses) arcing steel greatsword of projection (22-35.2 power, 2 apr) (Corpses)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning / +9 mind Curse of Corpses It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed swords. |
iron greatsword of massacre (25-40 power, 1 apr) (Corpses) iron greatsword of massacre (25-40 power, 1 apr) (Corpses)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Curse of Corpses Massive two-handed swords. |
mighty yew longbow of power (Nightmares) mighty yew longbow of power (Nightmares)Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +5 Changes stats: +3 Str Changes resistances penetration: +14% physical Changes damage: +8% physical Curse of Nightmares Longbows are used to shoot arrows at your foes. |
glacial dwarven-steel mace of massacre (34-47.6 power, 4 apr) (Nightmares) glacial dwarven-steel mace of massacre (34-47.6 power, 4 apr) (Nightmares)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +7 ice When wielded/worn: Armour: +8 Changes resistances penetration: +7% cold Curse of Nightmares Blunt and deadly. |
ash magestaff (15-18 power, 3 apr, lightning element) (Nightmares) ash magestaff (15-18 power, 3 apr, lightning element) (Nightmares)Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
cruel yew magestaff of might (20-24 power, 4 apr, arcane element) (Madness) cruel yew magestaff of might (20-24 power, 4 apr, arcane element) (Madness)Requires: - Magic 24 Powered by arcane forces 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: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 Spell crit. chance: +10% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
balanced steel waraxe of erosion (12-16.8 power, 3 apr) (Corpses) balanced steel waraxe of erosion (12-16.8 power, 3 apr) (Corpses)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature / +7 temporal When wielded/worn: Accuracy: +7 Defense: +6 Curse of Corpses One-handed war axes. |
rough leather belt of life rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Life regen: +0.70 Healing mod.: +11% A belt that goes around your waist. |
rough leather belt of transcendence rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 Mindpower: +2 A belt that goes around your waist. |
grounding hardened leather cap (0 def, 3 armour) grounding hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% lightning / +8% temporal A cap made of leather. |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
stabilizing hardened leather cap of absorption (0 def, 3 armour) stabilizing hardened leather cap of absorption (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +13 Stamina when hit: +1.00 Equilibrium when hit: +1.00 A cap made of leather. |
cured leather armour (2 def, 4 armour) (Nightmares) cured leather armour (2 def, 4 armour) (Nightmares)Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Curse of Nightmares A suit of armour made of leather. |
miasmic hardened leather armour (3 def, 6 armour) (Shrouds) miasmic hardened leather armour (3 def, 6 armour) (Shrouds)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +8 Armour: +6 Defense: +3 Fatigue: +8% Damage (Melee): 7 acid Damage (Ranged): 5 acid Changes resistances: +18% acid / +14% nature Curse of Shrouds A suit of armour made of leather. |
dwarven-steel plate armour of the deep (5 def, 13 armour) (Madness) dwarven-steel plate armour of the deep (5 def, 13 armour) (Madness)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +13 Defense: +5 Fatigue: +24% Changes resistances: +7% acid / +5% cold Allows you to breathe in: water Curse of Madness A suit of armour made of metal plates. |
steel plate armour (4 def, 9 armour) (Corpses) steel plate armour (4 def, 9 armour) (Corpses)Requires: - Strength 28 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Curse of Corpses A suit of armour made of metal plates. |
quiver of yew arrows (19/19, 32.5-45.5 power, 10 apr) quiver of yew arrows (19/19, 32.5-45.5 power, 10 apr)Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 19 Arrows are used with bows to pierce your foes to death. |
289 alchemist agate 289 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr) Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 When this weapon hits: Reload (50% chance level 1). Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
hateful pouch of steel shots (17/17, 21-25.2 power, 2 apr) hateful pouch of steel shots (17/17, 21-25.2 power, 2 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 17 Damage (Ranged): +6 darkness Damage against: +7% Living Shots are used with slings to pummel your foes to death. |
amethyst 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. |
quick yew wand of firewall [power 97] (5 cooldown) quick yew wand of firewall [power 97] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to creates a wall of flames lasting for 4 turns (dam 97 overall), placing all other charms into a 5 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Arena Battler 20
Got to wave 20 in the arena.By McCarthy the Cornac Cursed level 19
76th Pyre 122nd year of Ascendancy at 01:05 see stats
Level 10
Got a character to level 10.By McCarthy the Cornac Cursed level 10
75th Pyre 122nd year of Ascendancy at 02:41 see stats
Level 20
Got a character to level 20.By McCarthy the Cornac Cursed level 20
76th Pyre 122nd year of Ascendancy at 05:20 see stats
Log
Your movements fuel your rampage! (+1 duration)
McCarthy has shrugged off 20 damage and is ready for more.
McCarthy uses Dominate.
McCarthy receives 21 healing from Unnatural Body.
Blood mage has been dominated!
McCarthy hits Blood mage for 125 physical, 12 cold, 5 darkness (143 total damage).
Crimson crystal casts Phase Door.
Black crystal casts Blight Bolt.
White crystal casts Ice Bolt.
Blood mage stops regenerating health quickly.
Blood mage misses McCarthy.
McCarthy is no longer rampaging.
McCarthy receives 16 healing from Unnatural Body.
McCarthy uses Frenzy.
McCarthy cleaves through War bear!
Your score multiplier increases by 0.5!
McCarthy hits Blood mage for 52 physical, 12 cold, 5 darkness, 63 physical, 12 cold, 5 darkness, 48 physical (199 total damage).
McCarthy hits War bear for 56 physical, 9 cold, 4 darkness, 147 physical, 9 cold, 4 darkness (232 total damage).
McCarthy killed Blood mage!
Dremling uses Resilience of the Dwarves.
Dremling's skin turns to stone.
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+6 hate)
McCarthy begins rampaging!
Black crystal's Blight Bolt hits McCarthy for 84 blight damage.
White crystal's Ice Bolt hits McCarthy for 92 cold damage.
McCarthy the level 23 cornac cursed was frozen and shattered into a million little shards to death by a white crystal on level 27 of The Arena.
White crystal's Ice Bolt killed McCarthy!
