Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Reaver |
| Level / Exp | 27 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by gwelgoroth at level 16 on the 42nd Dusk 122nd year of Ascendancy at 17:41 0 / 7Killed by armoured skeleton warrior at level 20 on the 45th Haze 122nd year of Ascendancy at 21:36 Killed by Xothra the Guardian at level 22 on the 26th Regrowth 123rd year of Ascendancy at 09:01 Killed by elven tempest at level 25 on the 7th Pyre 123rd year of Ascendancy at 09:23 Killed by orc high pyromancer at level 25 on the 24th Pyre 123rd year of Ascendancy at 01:11 Killed by skeleton master archer at level 26 on the 28th Pyre 123rd year of Ascendancy at 14:46 Killed by Elibreba the ghoul at level 27 on the 32nd Pyre 123rd year of Ascendancy at 20:41 |
Primary Stats
| Strength | 55 (base 40) |
| Dexterity | 15 (base 11) |
| Constitution | 25 (base 29) |
| Magic | 58 (base 50) |
| Willpower | 18 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | -19/636 |
| Vim | 81/163 |
| Healing Factor | 0.78180194846605 |
| Regeneration | 42.100034924897 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 34 |
| Crit Chance | 10% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 73 |
| Accuracy | 34 |
| Crit Chance | 5% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53.666666666667 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.2 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Light | +10% |
| Temporal | +12% |
| Blight | +4% |
| Darkness | +10% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Cold | +9% |
Defense: Base
| Armour (hardiness) | 77.2 (95%) |
| Defense | 20.375 |
| Ranged Defense | 24.375 |
| Fatigue | 30 |
| Physical Save | 32 |
| Spell Save | 40.533333333333 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Light | + 48%( 70%) |
| Darkness | + 37%( 70%) |
| All | + 6%( 70%) |
| Cold | + 24%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 50% |
| Pinning Resistance | 100% |
| Teleport Resistance | 50% |
| Disarm Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 23% for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 268 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 637% 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. |
Class Talents
| Corruption / Scourge | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Reaving combat | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Effects
| talent | Blood Vengeance |
| talent | Overkill |
| talent | Ruin |
| talent | Willful Tormenter |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 53.60 life per turn. Regeneration |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The target's has a cursed wound, reducing healing by 31%. Cursed Wound |
| detrimental effect | The target is poisoned, taking 65.83 nature damage per turn. Poisoned |
| detrimental effect | The target is infected by a disease, reducing its constitution by 7 and doing 31.00 blight damage per turn. Rotting Disease |
| beneficial effect | The target is in a magical bloodlust, improving spellpower by 43. Bloodlust |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You abandoned lone alchemist to death. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by lesser vampire. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 8 of Dreadfell) | failed |
You failed to protect the repented thief from death by Layodhenor the large brown snake. Escort: repented thief (level 2 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
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 |
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. * The fortress shadow has asked that you come back as soon as possible. * 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: 128. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed black mamba head. * You've found the needed skeleton mage skull. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| 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 | prismatic dwarven-steel helm of might (0 def, 4 armour) prismatic dwarven-steel helm of might (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 Armour: +4 Fatigue: +4% Changes stats: +2 Str / +3 Con Changes resistances: +13% darkness / +15% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | corrosive iron gauntlets of strength (+2) (0 def, 1 armour) corrosive iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 6 acid Changes resistances: +5% acid Changes damage: +4% acid Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | wizard's stralite ring of darkness (+20%) wizard's stralite ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes resistances: +20% darkness Changes damage: +10% darkness Spell save: +12 Rings can have magical properties. |
| On fingers | warrior's gold ring of mental power warrior's gold ring of mental powerCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Mindpower: +7 Rings can have magical properties. |
| Around neck | savior's gold amulet of teleportation savior's gold amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +7 Spell save: +8 Mental save: +7 Teleport immunity: +50% It can be used to teleports your randomly (rad 43), placing all other charms into a 15 cooldown. Amulets can have magical properties. |
| In main hand | glacial stralite waraxe of vileness (35-49 power, 5 apr) glacial stralite waraxe of vileness (35-49 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage when this weapon hits: +15 blight Burst (radius 2) on crit: +17 corrupted blood Damage conversion: 25% ice When wielded/worn: Armour: +7 Changes resistances penetration: +9% cold One-handed war axes. |
| Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to generate a personnal shield, costing 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | psychic's dwarven-steel mace (26-36.4 power, 4 apr) psychic's dwarven-steel mace (26-36.4 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Mindpower: +8 Blunt and deadly. |
| Cloak | Voruvea (2 def, 0 armour) Voruvea (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Ranged Defense: +8 Spell save: +15 Disarm immunity: +30% Confusion immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ce'Noldamira (16 def, 37 armour) Ce'Noldamira (16 def, 37 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +37 Defense: +16 Fatigue: +19% Changes stats: +3 Cun Damage when the wearer is hit: 8 blight Changes damage: +12% temporal Physical save: +9 Mental save: +15 A suit of armour made of metal plates. |
Inventory
phase door rune (range 7) phase door rune (range 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
wanderer's steel amulet of the chosen wanderer's steel amulet of the chosenPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Cun / +4 Con Damage when the wearer hits(melee): 6 light Damage when the wearer is hit: 6 light Changes resistances: +6% light Amulets can have magical properties. |
thunderous dwarven-steel longsword (24.5-34.3 power, 4 apr) thunderous dwarven-steel longsword (24.5-34.3 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 33% lightning daze When wielded/worn: Changes stats: +3 Str / +2 Dex / +2 Mag / +2 Wil / +1 Cun / +1 Con Changes resistances penetration: +5% lightning Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. stralite mace (35-49 power, 5 apr)stralite mace (35-49 power, 5 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Blunt and deadly. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
grounding dwarven-steel helm of strength (+5) (0 def, 4 armour) grounding dwarven-steel helm of strength (+5) (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str Changes resistances: +7% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spiked hardened leather armour of the sky (7 def, 6 armour) spiked hardened leather armour of the sky (7 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +7 Ranged Defense: +4 Fatigue: +8% Changes stats: +3 Dex Damage when the wearer is hit: 11 physical Changes resistances: +19% lightning / +10% cold A suit of armour made of leather. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
66 alchemist agate 66 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. |
7 onyx 7 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. |
10 aquamarine 10 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. |
12 opal 12 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. |
2 sapphire 2 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. |
7 topaz 7 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. |
2 emerald 2 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. |
jade 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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
10 amethyst 10 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. |
2 quartz 2 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. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Gurra the Cornac Reaver level 16
58th Dusk 122nd year of Ascendancy at 01:34 see stats
Exterminator
Killed 1000 creatures.By Gurra the Cornac Reaver level 16
73rd Dusk 122nd year of Ascendancy at 11:39 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Gurra the Cornac Reaver level 22
78th Regrowth 123rd year of Ascendancy at 21:41 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gurra the Cornac Reaver level 19
26th Haze 122nd year of Ascendancy at 12:16 see stats
Level 10
Got a character to level 10.By Gurra the Cornac Reaver level 10
2nd Flare 122nd year of Ascendancy at 02:45 see stats
Level 20
Got a character to level 20.By Gurra the Cornac Reaver level 20
44th Haze 122nd year of Ascendancy at 05:48 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Gurra the Cornac Reaver level 21
6th Regrowth 123rd year of Ascendancy at 01:07 see stats
The Arena
Unlocked Arena mode.By Gurra the Cornac Reaver level 10
2nd Flare 122nd year of Ascendancy at 02:59 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Gurra the Cornac Reaver level 21
22nd Regrowth 123rd year of Ascendancy at 19:13 see stats
The secret city
Discovered the truth about mages.By Gurra the Cornac Reaver level 11
7th Dusk 122nd year of Ascendancy at 21:30 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Gurra the Cornac Reaver level 21
22nd Regrowth 123rd year of Ascendancy at 02:28 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gurra the Cornac Reaver level 16
73rd Dusk 122nd year of Ascendancy at 08:23 see stats
Log
Gurra misses Elibreba the ghoul.
Gurra misses Elibreba the ghoul.
Gurra drains life from Elibreba the ghoul!
Gurra drains life from Elibreba the ghoul!
Gurra hits Elibreba the ghoul for 37 cold, 63 blight, 10 blight, 7 acid, 21 blight, 70 blight, 7 acid, 21 blight damage (total 231.86).
Elibreba the ghoul bites poison into Gurra.
Gurra is poisoned!
Gurra hits Elibreba the ghoul for 16 blight damage.
Elibreba the ghoul hits Gurra for 56 nature, 10 cold damage (total 64.72).
Elibreba the ghoul hits Gurra for 56 nature, 30 blight, 17 blight damage (total 101.02).
Gurra hits Elibreba the ghoul for 16 blight damage.
Elibreba the ghoul hits Gurra for 77 physical, 10 cold damage (total 85.16).
Gurra uses Infusion: Movement.
Gurra is moving freely.
Gurra prepares for the next kill!.
Gurra is no longer overwhelmed.
Elibreba the ghoul hits Gurra for 56 nature, 30 blight damage (total 84.83).
Talent Dark Surprise is ready to use.
Gurra slows down.
Gurra stops regenerating health quickly.
Elibreba the ghoul hits Gurra for 56 nature, 30 blight damage (total 84.83).
Gurra uses Infusion: Regeneration.
Gurra starts regenerating health quickly.
Saving done.
Saving done.
Saving game...
