










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Corruptor |
Level / Exp | 44 / 62% |
Size | medium |
Lifes / Deaths | Killed by Wrathroot at level 14 on the 3rd Dusk 122nd year of Ascendancy at 13:56 0 / 10Killed by Ussaron the shalore at level 16 on the 10th Dusk 122nd year of Ascendancy at 19:05 Killed by Rymetil at level 17 on the 14th Dusk 122nd year of Ascendancy at 05:37 Killed by Rymetil at level 28 on the 1st Time of Balance 123rd year of Ascendancy at 15:11 Killed by Warmaster Gnarg at level 33 on the 56th Pyre 123rd year of Ascendancy at 19:43 Killed by Rymetil at level 41 on the 38th Haze 123rd year of Ascendancy at 03:08 Killed by worm that walks at level 44 on the 1st Decay 123rd year of Ascendancy at 18:02 Killed by worm that walks at level 44 on the 1st Decay 123rd year of Ascendancy at 21:07 Killed by Lord of Skulls (warrior) at level 44 on the 2nd Decay 123rd year of Ascendancy at 00:28 Killed by Lord of Skulls (warrior) at level 44 on the 2nd Decay 123rd year of Ascendancy at 00:33 |
Primary Stats
Strength | 12 (base 9) |
Dexterity | 12 (base 8) |
Constitution | 64 (base 64) |
Magic | 108 (base 64) |
Willpower | 55 (base 14) |
Cunning | 92 (base 57) |
Resources
Life | -184/1177 |
Vim | 390/390 |
Healing Factor | 1.3493965053825 |
Regeneration | 0.33734912634559 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 6 |
See Stealth | 25 |
See Invisible | 42 |
Offense: Mainhand
Damage | 44 |
Accuracy | 6 |
Crit Chance | 39% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 54% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +21% |
Nature | +15% |
Darkness | +20% |
Blight | +60% |
Acid | +27% |
Mind | +24% |
All | +12% |
Offense: Damage Penetration
Arcane | +35% |
Fire | +30% |
All | +15% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 64 |
Mental Save | 54 |
Defense: Resistances
Acid | + 65%( 70%) |
Arcane | + 43%( 70%) |
Cold | + 46%( 70%) |
All | + 13%( 70%) |
Lightning | + 51%( 70%) |
Light | + 30%( 70%) |
Temporal | + 22%( 70%) |
Physical | + 17%( 70%) |
Fire | + 49%( 70%) |
Mind | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 40% |
Silence Resistance | 50% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 570 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 640 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -964 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2078 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 914% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 42% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Corruption / Blood | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Blight | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Sanguisuge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Corruption / Curses | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Rymetil. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Rymetil. Escort: lost defiler (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Rymetil. Escort: repented thief (level 2 of Old Forest) | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * 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: 632. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 0/20) : Effective talent level: 5.4 Power cost: 20 out of 0/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Changes resistances: +12% fire / +10% temporal / +20% light / +10% cold Changes resistances penetration: +15% fire / +15% all Changes damage: +8% darkness Damage affinity(heal): +5% darkness Mental save: +15 (+5 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +4.00 Mindpower: +5 (+2 eff.) Light radius: +6 Infravision radius: +5 See stealth: +25 See invisible: +19 Defense after a teleport: +20 Resist all after a teleport: +17% New effects duration reduction after a teleport: +30% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 5.5 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 267.60 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +3 Cun / +2 Str Changes resistances: +22% acid Changes damage: +15% acid / +15% blight Spell save: +15 (+3 eff.) Vim when firing critical spell: +2.00 Spell crit. chance: +2% Damage Shield penetration: +20% A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 2 blight Changes damage: +3% blight Spell save: +9 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+5 eff.) It can be used to harden the skin for 7 turns increasing armour by 67 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 29% for 2 turns. * Increase all damage by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 42% Damage when hit (Melee): 8 mind Changes resistances: +38% acid / +18% cold / +19% fire / +6% mind / +22% lightning Changes resistances penetration: +20% arcane Changes damage: +6% mind Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] 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 surround yourself with a magical shield (strength 370, based on Magic) for 10 turns Activation costs 20 power out of 4/20. 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 main hand | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 24 fire Changes stats: +11 Mag / +13 Wil / +13 Cun Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +35.00% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +23 (+6 eff.) Spell crit. chance: +5% See invisible: +13 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Armour: +6 Critical mult.: +5.00% Mental save: +6 (+2 eff.) Maximum life: +49.00 Spell crit. chance: +15% Mental crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+5 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+4 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Cloak | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +26 (+11 eff.) Effects on melee hit: * 20% chance to slow global speed by 56% Changes stats: +11 Cun / +16 Wil Changes resistances: +12% lightning Changes damage: +9% lightning / +3% nature / +6% mind Physical save: +29 (+11 eff.) Mental crit. chance: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+4 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 29/60. The evilness of undeath radiates from this amulet. |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +5 Mag / +5 Wil Changes damage: +6% all Spellpower: +6 (+2 eff.) Spell crit. chance: +3% Mental crit. chance: +3% Rings make your fingers look great! |
![]() 0.00 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. |
![]() 0.00 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+8 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+8 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Rymetil the Higher Corruptor level 29
5th Pyre 123rd year of Ascendancy at 04:29 see stats
By Rymetil the Higher Corruptor level 23
21st Regrowth 123rd year of Ascendancy at 06:10 see stats
By Rymetil the Higher Corruptor level 40
4th Haze 123rd year of Ascendancy at 03:01 see stats
By Rymetil the Higher Corruptor level 40
77th Dusk 123rd year of Ascendancy at 05:19 see stats
By Rymetil the Higher Corruptor level 33
49th Pyre 123rd year of Ascendancy at 19:14 see stats
By Rymetil the Higher Corruptor level 20
15th Haze 122nd year of Ascendancy at 21:24 see stats
By Rymetil the Higher Corruptor level 32
46th Pyre 123rd year of Ascendancy at 20:05 see stats
By Rymetil the Higher Corruptor level 21
54th Haze 122nd year of Ascendancy at 23:20 see stats
By Rymetil the Higher Corruptor level 20
53rd Haze 122nd year of Ascendancy at 10:25 see stats
By Rymetil the Higher Corruptor level 23
21st Regrowth 123rd year of Ascendancy at 03:36 see stats
By Rymetil the Higher Corruptor level 10
7th Mirth 122nd year of Ascendancy at 05:30 see stats
By Rymetil the Higher Corruptor level 20
30th Dusk 122nd year of Ascendancy at 17:41 see stats
By Rymetil the Higher Corruptor level 30
22nd Pyre 123rd year of Ascendancy at 11:25 see stats
By Rymetil the Higher Corruptor level 40
77th Dusk 123rd year of Ascendancy at 03:24 see stats
By Rymetil the Higher Corruptor level 42
39th Haze 123rd year of Ascendancy at 06:15 see stats
By Rymetil the Higher Corruptor level 20
57th Dusk 122nd year of Ascendancy at 12:32 see stats
By Rymetil the Higher Corruptor level 34
5th Mirth 123rd year of Ascendancy at 17:33 see stats
By Rymetil the Higher Corruptor level 17
14th Dusk 122nd year of Ascendancy at 10:50 see stats
By Rymetil the Higher Corruptor level 32
46th Pyre 123rd year of Ascendancy at 22:10 see stats
By Rymetil the Higher Corruptor level 36
31st Dusk 123rd year of Ascendancy at 07:46 see stats
By Rymetil the Higher Corruptor level 23
21st Regrowth 123rd year of Ascendancy at 06:10 see stats
By Rymetil the Higher Corruptor level 22
8th Decay 122nd year of Ascendancy at 02:41 see stats
By Rymetil the Higher Corruptor level 36
28th Dusk 123rd year of Ascendancy at 06:07 see stats
By Rymetil the Higher Corruptor level 18
20th Dusk 122nd year of Ascendancy at 11:23 see stats
By Rymetil the Higher Corruptor level 34
1st Flare 123rd year of Ascendancy at 00:19 see stats
By Rymetil the Higher Corruptor level 22
7th Decay 122nd year of Ascendancy at 20:03 see stats
By Rymetil the Higher Corruptor level 31
45th Pyre 123rd year of Ascendancy at 03:20 see stats
By Rymetil the Higher Corruptor level 18
28th Dusk 122nd year of Ascendancy at 21:31 see stats
By Rymetil the Higher Corruptor level 44
1st Decay 123rd year of Ascendancy at 21:07 see stats
By Rymetil the Higher Corruptor level 28
2nd Pyre 123rd year of Ascendancy at 07:33 see stats
Log
Armoured skeleton warrior speeds up.
Banshee receives 69 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Orc necromancer for 44 blight damage.
Skeleton warrior receives 60 healing from Ghoul's purging blight area effect.
Bone giant receives 62 healing from Ghoul's purging blight area effect.
Lord of Skulls (warrior) receives 71 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 70 healing from Ghoul's purging blight area effect.
Betheda the heavy bone giant receives 87 healing from Ghoul's purging blight area effect.
Bone giant receives 31 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Rymetil for 38 blight damage.
Ghoul's purging blight area effect hits Orc necromancer for 0 blight damage.
Orc necromancer receives 7 healing from Rime Wraith from Orc necromancer.
Armoured skeleton warrior receives 44 healing from Rime Wraith from Orc necromancer.
Bone giant receives 39 healing from Rime Wraith from Orc necromancer.
Rime Wraith from Orc necromancer hits Rymetil for 79 cold damage.
Orc necromancer receives 39 healing from Rime Wraith from Orc necromancer.
Melee retaliation hits Armoured skeleton warrior for (10 absorbed), 3 arcane, (2 absorbed), 0 blight, (4 absorbed), 1 mind (4 total damage).
Armoured skeleton warrior hits Rymetil for 75 physical damage.
Betheda the heavy bone giant uses Throw Bones.
Rymetil starts to bleed.
Armoured skeleton warrior is dazed!
Lord of Skulls (warrior) is dazed!
Lord of Skulls (warrior) uses Giant Leap.
Lord of Skulls (warrior) is not dazed anymore.
Lord of Skulls (warrior) performs a melee critical strike against Something!
Betheda the heavy bone giant hits Rymetil for 24 cold damage.
Lord of Skulls (warrior) hits Rymetil for 238 cold damage.
Lord of Skulls (warrior) hits Something for (218 absorbed), (381 to bones), 0 cold (0 total damage).
Melee retaliation hits Lord of Skulls (warrior) for (9 absorbed), 2 arcane, (2 absorbed), 0 blight, (3 absorbed), 1 mind (3 total damage).
Rymetil the level 44 higher corruptor was chilled to death by a Lord of Skulls (warrior) on level 3 of Rak'shor Pride.