









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 15 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by bandit at level 9 on the 17th Dusk 122nd year of Ascendancy at 23:04 2 / 3Killed by Eilinunne the red ooze at level 10 on the 46th Dusk 122nd year of Ascendancy at 00:23 Killed by Cyrithra the telugoroth at level 15 on the 17th Haze 122nd year of Ascendancy at 01:27 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 45 (base 41) |
| Willpower | 45 (base 32) |
| Cunning | 17 (base 11) |
Resources
| Life | 245/245 |
| Mana | 373/373 |
| Soul | 10/10 |
| Healing Factor | 1.4 |
| Regeneration | 0.35 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 6 |
| Crit Chance | 15% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Lightning | +10% |
| Light | +10% |
| Cold | +5% |
| Darkness | +20% |
| Physical | +5% |
| Fire | +11% |
| Nature | +11% |
Offense: Damage Penetration
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 7 |
| Ranged Defense | 13 |
| Fatigue | 0 |
| Physical Save | 7 |
| Spell Save | 25 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 31%( 70%) |
| All | 0%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 13%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 27% |
| Poison Resistance | 20% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Staff combat (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 | Aerywyn (0 def, 6 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Apr +3 ----- def ----- Armour +6 Fatigue +1% Heal.mod +10% Heal/summ +20 ---------- misc Psi/ret +0.16 Infravis +1 Telepathy Humanoid/Orc A pair of boots made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.93 to 95.78 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
| Tool | Raguldir the Tempestpall (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +3% acid Res.pen +15% acid On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +3% acid +10% nature +6% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +26.00 Disarm- +27% Pinning- +25% Knockbk- +22% Rings can have magical properties. |
| On fingers | copper ring 'Giletar'0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue -4% Resists +5% arcane +9% nature +3% light ---------- misc Max.enc +21 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| Main armor | woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% acid +5% physical +5% fire +5% cold ----- def ----- Resists +10% acid +12% physical +12% fire +11% cold ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | yew vilestaff 'Infernomortal' (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +16 mind +4 fire On Crit.r2 +4 mind While equipped: dps ---------- Phys.crit +5.0% Spell.crit +3% Crit.mult +11.00% Spell.pwr +9 (+4 eff.) Dmg.mod +20% darkness +6% fire ----- def ----- Resists +3% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Kakhad (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Wil +2 Cun dps ---------- Crit.mult +5.00% ----- def ----- Defense +1 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | nightwalker's brass lantern2.0 T1 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +6 (+4 eff.) ---------- misc Light +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. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 128)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 128 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
cleansing steel amulet0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +10% nature +12% blight Poison- +24% Disease- +25% Amulets can have magical properties. |
Fogpanic0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +9% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction * 15% chance to corrode armour by 30% ----- def ----- Resists +22% nature +3% acid Rings can have magical properties. |
elm starstaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of fate (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Phys.save +6 (+6 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Xanath' (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Phys.crit +6.0% Spell.crit +1% Crit.mult +12.00% Spell.pwr +3 (+1 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +10% darkness +3% mind Res.pen +5% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff of power (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +14 (+5 eff.) Dmg.mod +15% darkness ---------- misc Mana/turn +0.14 Max.mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel waraxe of paradox (11.5-16.1 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 lightning +6 temporal On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Melee Ret 7 temporal ----- def ----- Resists +7% temporal One-handed war axes. |
insulating rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +5% fire +6% cold Max.HP +33.00 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
Blastlore (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: Stats +2 Str +2 Con ----- def ----- Armour +2 Crit.dmg- 10.00% HP.reg +1.50 ---------- misc Stam/turn +0.70 Max.stam +10.00 Light +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Moldgash the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +2 Str +1 Mag +1 Wil dps ---------- Melee+ 6 acid Dmg.mod +4% acid On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +1 Resists +5% acid ---------- misc Infravis +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather armour of resilience (1 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Max.HP +23.00 A suit of armour made of leather. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
57 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (102 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quick elm wand of clairvoyance [power 8] (4 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 8, power 59 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of conjuration [power 109] (13 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 54 to 109 Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Relen the Cornac Necromancer level 13
2nd Haze 122nd year of Ascendancy at 08:09 see stats
Level 10
Got a character to level 10.By Relen the Cornac Necromancer level 10
18th Dusk 122nd year of Ascendancy at 06:31 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Relen the Cornac Necromancer level 10
18th Dusk 122nd year of Ascendancy at 09:21 see stats
That was close
Killed your target while having only 1 life left.By Relen the Cornac Necromancer level 14
14th Haze 122nd year of Ascendancy at 16:27 see stats
The Arena
Unlocked Arena mode.By Relen the Cornac Necromancer level 7
3rd Mirth 122nd year of Ascendancy at 01:08 see stats
Log
Teluvorta hits Ultimate telugoroth for 4 temporal, 38 physical (43 total damage).
Teluvorta hits Relen for 47 temporal, 33 physical (80 total damage).
Teluvorta hits Telugoroth for 4 temporal, 38 physical (43 total damage).
Telugoroth's Turn Back the Clock hits Relen for 57 temporal damage.
Cyrithra the telugoroth hits Relen for 44 physical, 8 cold, 4 arcane (55 total damage).
Cyrithra the telugoroth hits Relen for 39 physical, 8 cold, 4 arcane (51 total damage).
Relen the level 15 cornac necromancer was imploded to death by Cyrithra the telugoroth and lost outside time on level 1 of Temporal Rift.
You have 2 life(s) left.
Relen deactivates Blurred Mortality.
Relen is not stunned anymore.
Relen has returned to its natural state.
Skeleton master archer is not stunned anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Cyrithra the telugoroth killed Relen!
Resting starts...
Talent Create Minions is ready to use.
Talent Command Staff is ready to use.
Talent Impending Doom is ready to use.
Talent Necrotic Aura is ready to use.
Talent Chant of Fortitude is ready to use.
Skeleton master archer decays into a pile of ash!
Talent Keen Senses is ready to use.
Talent Blurred Mortality is ready to use.
Rested for 30 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.








































































