Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Spellsword 1.0.4 Rare item Egos update 1.0.4 Infinite500: Revised high level play for ToME v1.10e 1.0.4 Succor and easement 1.0.1 Alternate Zones Option 1.0.4 Hireable Companions 1.0.4 Ignore Race/Class Locks 1.0.4 Tier-1 Short Circuit Option 1.0.4 Arcanum Class Pack 1.0.4 Equipment Tweaks 1.0.4 Go to Landmark 1.0.4 Elemental Woes 1.0.4 Turtle race 1.0.4 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Turtle |
Class | Corruptor |
Level / Exp | 29 / 56% |
Size | small |
Lifes / Deaths | Killed by Grand Corruptor at level 29 on the 6th Mirth 123rd year of Ascendancy at 12:53 / 2Killed by Grand Corruptor at level 29 on the 6th Mirth 123rd year of Ascendancy at 13:19 |
Primary Stats
Strength | 14 (base 14) |
Dexterity | 1 (base 10) |
Constitution | 21.288532253487 (base 15) |
Magic | 71 (base 60) |
Willpower | 34 (base 13) |
Cunning | 58 (base 47) |
Resources
Life | -52/968 |
Positive | 17/134 |
Vim | 182/212 |
Healing Factor | 1.28 |
Regeneration | 124.3264 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +50% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
Offense: Mainhand
Damage | 43 |
Accuracy | 15 |
Crit Chance | 18% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 17 |
Accuracy | 15 |
Crit Chance | 20% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Light | +24% |
Fire | +49% |
Physical | +37% |
Cold | +49% |
All | +14% |
Defense: Base
Armour (hardiness) | 23 (32.5%) |
Defense | 19.85 |
Ranged Defense | 19.85 |
Fatigue | 5 |
Physical Save | 25.17549314436 |
Spell Save | 37.375 |
Mental Save | 38.1 |
Defense: Resistances
Darkness | + 38%( 70%) |
Light | + 55%( 70%) |
Fire | + 61%( 70%) |
Cold | + 36%( 70%) |
All | + 29%( 70%) |
Defense: Immunities
Confusion Resistance | 15% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 321 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 355 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Blood | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Turtle | 1.00 |
| 1/1 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Heart of the Turtle |
talent | Spiked Shell |
detrimental effect | The target is infected by a disease, reducing its dexterity by 24 and doing 52.50 blight damage per turn. Decrepitude Disease |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is infected by a disease, reducing its constitution by 24 and doing 52.50 blight damage per turn. Rotting Disease |
beneficial effect | A flow of life spins around the target, regenerating 71.08 life per turn. Regeneration |
detrimental effect | The target is hexed. Each time it uses an ability it takes 108.03 fire damage. Burning Hex |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Turtlemire. Ancient Turtle CaveIt looks extremely dangerous, however - beware. | active |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 213. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed pouch of faeros ash. * You've found the needed honey tree root. | 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 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.30 Maximum stamina: +11.00 Spellpower: +3 A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5.00 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 204.37 fire and 187.91 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possess a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
On hands | sand rough leather gloves of the nighthunter (0 def, 7 armour) sand rough leather gloves of the nighthunter (0 def, 7 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +7 Changes stats: +2 Cun Damage when the wearer hits(melee): 6 physical Changes resistances: +5% darkness Changes damage: +3% physical Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | iron pickaxe of predation (dig speed 19 turns) iron pickaxe of predation (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 Changes stats: +2 Dex Movement speed: +10% It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
On fingers | conjurer's steel ring conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +4 Mag Spellpower: +6 Rings can have magical properties. |
On fingers | marksman's stralite ring of life marksman's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 Changes stats: +7 Dex Life regen: +0.80 Maximum life: +53.00 Healing mod.: +18% Rings can have magical properties. |
Around neck | mindweaver's gold amulet mindweaver's gold amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Mental save: +9 Confusion immunity: +15% Mindpower: +7 Amulets can have magical properties. |
In main hand | Rock Lobster (20-24 power, 2 apr, physical damage) Rock Lobster (20-24 power, 2 apr, physical damage)Requires: - Magic 34 - Constitution 26 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 20.0 - 24.0 Uses stat: 120% Mag Damage type: Physical Armour Penetration: +2 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +20% physical Talent masteries: +0.11 Spell / Earth +0.11 Spell / Stone Physical save: +18 Spellpower: +15 Spell crit. chance: +9% It can be used to activate talent Repulsion Field (costing 35 power out of 50/50) : Effective talent level: 2.0 Power cost: 35 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You surround yourself with a radius 2 distortion of gravity, knocking back and dealing 39.33 physical damage to all creatures inside it. The effect lasts 6 turns. Deals 50% extra damage to pinned targets, in addition to the knockback. The blast wave may hit targets more then once, depending on the radius and the knockback effect. The damage will scale with your Paradox and Spellpower. A staff that appears to have a blackish lobster attached to the top of it. ... no wait, it's just a rock-shaped lobster. |
Around waist | nightruned hardened leather belt of magery nightruned hardened leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Wil / +3 Mag Changes resistances: +8% darkness / +7% light Spell crit. chance: +4% A belt that goes around your waist. |
In off hand | Kauila's Staff (15-18 power, 3 apr, cold damage) Kauila's Staff (15-18 power, 3 apr, cold damage)Requires: - Magic 34 - Constitution 26 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Cold Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes damage: +25% cold Talent masteries: +0.15 Spell / Water +0.15 Spell / Ice Spellpower: +22 Spell crit. chance: +15% Talent on hit(spell): Ice Shards (20% chance level 2). It can be used to activate talent Tidal Wave (costing 35 power out of 50/50) : Effective talent level: 3.4 Power cost: 35 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 43.02 cold damage and 39.56 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. The damage and duration will increase with your Spellpower. Living in a freshwater spring, the owner of this staff had used it to control the water, protecting her children. Until the day she died, not a single turtle had been harmed. This staff can be wielded in your left hand. |
Cloak | Cold Shoulder (0 def, 5 armour) Cold Shoulder (0 def, 5 armour)Requires: - Constitution 14 Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 2 When wielded/worn: Armour: +5 Fatigue: +0% Damage when the wearer is hit: 50 cold Changes damage: +10% cold It can be used to activate talent Ice Wall (costing 65 power out of 80/80) : Effective talent level: 1.0 Power cost: 65 out of 80/80. Range: 10.00 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Summons an icy wall of 3 length for 5 turns. Ice walls are transparent. Each point in cold drake talents also increases your cold resistance by 1%. A frozen cloak. You feel cold just by looking at it. |
Main armor | Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 Changes stats: +4 Mag / +4 Wil / +4 Cun Damage when the wearer is hit: 15 arcane Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 Mental save: +15 Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
movement infusion of the sneak (717% speed; 5 turns) movement infusion of the sneak (717% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 717% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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. |
movement infusion of the wizard (764% speed; 5 turns) movement infusion of the wizard (764% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 764% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 402 over 5 turns) regeneration infusion of the sneak (heal 402 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 402 life over 5 turns. Its effects scale with your Cunning 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. |
rough leather belt of carrying rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +27 A belt that goes around your waist. |
steady rough leather gloves of magic (+3) (0 def, 1 armour) steady rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Physical save: +5 Mental save: +5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5.00 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 204.37 fire and 187.91 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possess a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
53 alchemist agate 53 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
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. |
4 lapis lazuli 4 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. |
3 opal 3 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. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
3 topaz 3 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. |
5 emerald 5 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 Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
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. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
2 amethyst 2 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 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. |
3 quartz 3 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% Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
By Relgirach the Turtle Corruptor level 15
40th Haze 122nd year of Ascendancy at 03:49 see stats
By Relgirach the Turtle Corruptor level 6
2nd Mirth 122nd year of Ascendancy at 18:47 see stats
By Relgirach the Turtle Corruptor level 21
10th Allure 123rd year of Ascendancy at 04:38 see stats
By Relgirach the Turtle Corruptor level 19
1st Allure 123rd year of Ascendancy at 20:08 see stats
By Relgirach the Turtle Corruptor level 17
58th Haze 122nd year of Ascendancy at 16:10 see stats
By Relgirach the Turtle Corruptor level 28
70th Pyre 123rd year of Ascendancy at 19:57 see stats
By Relgirach the Turtle Corruptor level 22
11st Pyre 123rd year of Ascendancy at 18:01 see stats
By Relgirach the Turtle Corruptor level 17
48th Haze 122nd year of Ascendancy at 09:55 see stats
By Relgirach the Turtle Corruptor level 10
3rd Flare 122nd year of Ascendancy at 01:53 see stats
By Relgirach the Turtle Corruptor level 20
2nd Allure 123rd year of Ascendancy at 03:42 see stats
By Relgirach the Turtle Corruptor level 22
6th Regrowth 123rd year of Ascendancy at 03:54 see stats
By Relgirach the Turtle Corruptor level 12
29th Dusk 122nd year of Ascendancy at 16:13 see stats
By Relgirach the Turtle Corruptor level 19
2nd Allure 123rd year of Ascendancy at 03:42 see stats
By Relgirach the Turtle Corruptor level 29
74th Pyre 123rd year of Ascendancy at 09:51 see stats
By Relgirach the Turtle Corruptor level 11
6th Dusk 122nd year of Ascendancy at 03:31 see stats
By Relgirach the Turtle Corruptor level 26
39th Pyre 123rd year of Ascendancy at 20:48 see stats
By Relgirach the Turtle Corruptor level 14
38th Haze 122nd year of Ascendancy at 03:36 see stats
By Relgirach the Turtle Corruptor level 29
5th Mirth 123rd year of Ascendancy at 05:20 see stats
By Relgirach the Turtle Corruptor level 15
43rd Haze 122nd year of Ascendancy at 06:50 see stats
By Relgirach the Turtle Corruptor level 29
6th Mirth 123rd year of Ascendancy at 12:53 see stats
Log
You are no longer encumbered.
Grand Corruptor hits Relgirach for 49 blight damage.
Relgirach hits Grand Corruptor for 0 blight damage.
Grand Corruptor casts Rune: Invisibility.
Grand Corruptor vanishes from sight.
Grand Corruptor returns to normal.
Relgirach casts Pacification Hex.
Grand Corruptor is hexed!
Grand Corruptor is dazed!
Grand Corruptor is not dazed anymore.
Grand Corruptor hits Relgirach for 14 fire damage.
Relgirach hits Grand Corruptor for 1 fire damage.
Grand Corruptor casts Virulent Disease.
Relgirach is afflicted by a decrepitude disease!
Talent Soul Rot is ready to use.
Grand Corruptor hits Relgirach for 38 blight, 38 blight damage (total 74.10).
Relgirach hits Grand Corruptor for 3 blight, 3 blight damage (total 5.45).
Grand Corruptor casts Drain.
Grand Corruptor hits Relgirach for 107 blight damage.
Relgirach hits Grand Corruptor for 8 blight damage.
Grand Corruptor hits Relgirach for 38 blight, 38 blight damage (total 74.10).
Relgirach hits Grand Corruptor for 3 blight, 3 blight damage (total 5.45).
Relgirach uses Infusion: Regeneration.
Relgirach starts regenerating health quickly.
Grand Corruptor casts Blood Spray.
Saving done.
Saving done.
Saving game...