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 | Cursed |
| Level / Exp | 15 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by Minotaur of the Labyrinth at level 9 on the 9th Mirth 122nd year of Ascendancy at 21:45 0 / 6Killed by Girelaith the ghoul at level 13 on the 72nd Dusk 122nd year of Ascendancy at 16:43 Killed by Tyric at level 14 on the 11st Haze 122nd year of Ascendancy at 07:55 Killed by ritch flamespitter at level 14 on the 16th Haze 122nd year of Ascendancy at 00:00 Killed by gwelgoroth at level 15 on the 19th Haze 122nd year of Ascendancy at 21:44 Killed by Xeruma the cold drake hatchling at level 15 on the 30th Haze 122nd year of Ascendancy at 07:37 |
| Antimagic | Follower |
Primary Stats
| Strength | 43 (base 33) |
| Dexterity | 31 (base 17) |
| Constitution | 22 (base 14) |
| Magic | 10 (base 10) |
| Willpower | 44 (base 30) |
| Cunning | 25 (base 10) |
Resources
| Life | -9/420 |
| Hate | 90/100 |
| Healing Factor | 1.0520711761055 |
| Regeneration | 1.4202960877424 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -31.486924270674% |
| Spell | 0% |
| Global | +103% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 41 |
| Crit Chance | 12% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 24 |
| Accuracy | 41 |
| Crit Chance | 15% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31.9 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +26% |
| Light | +20% |
| All | +10% |
Offense: Damage Penetration
| Fire | +7% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 25.465862247569 |
| Ranged Defense | 26.465862247569 |
| Fatigue | 6 |
| Physical Save | 35.85 |
| Spell Save | 27.925 |
| Mental Save | 33.05 |
Defense: Resistances
| Light | + 44%( 70%) |
| Mind | + 13%( 70%) |
| Physical | + 26%( 72%) |
| Fire | + 27%( 70%) |
| All | + 20%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Disarm Resistance | 20% |
| Confusion Resistance | 3% |
| Fear Resistance | 15% |
| Stun Resistance | 15% |
| Poison Resistance | 30% |
| Knockback Resistance | 39% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 74 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 36). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 73) for 3 turns. Its effects scale with your Willpower stat. |
| 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 327 life over 5 turns. Its effects scale with your Strength stat. |
| 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 20% for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: Insidious PoisonUse mode: Activated Range: 4.00 Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 25.61 nature damage per turns for 7 turns, and reducing the target's healing received by 20%. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Gloom | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Effects
| talent | Gloom |
| talent | Surge |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Level 3 Curse of Madness 3Penalty: Fractured Sanity: -9% Mind Resistance, -12% Confusion Immunity Level 1: Unleashed: +9% critical damage, +12% off-hand weapon damage Level 2: -2 Luck, +5 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Horrible visions fill your mind. Level 1 Curse of Nightmares 1Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Level 1: Removed from Reality: +2 Physical Resistance, +2 Maximum Physical Resistance Level 2: -1 Luck, +3 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 10 air and an additional 3 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
| beneficial effect | You gain 8% resistance against fire. Resolve |
| beneficial effect | Stalking Xeruma the cold drake hatchling. Bonus level 1: +12 attack, +10% melee damage, +0.50 hate/turn prey was hit. Stalking 487/553 +1 |
| detrimental effect | The target is on fire, taking 24.48 fire damage per turn. Burning |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Cursed Form |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target ignores pain, reducing all damage taken by 20%. Pain Suppression |
| beneficial effect | Mayhem and destruction seem to follow you. Level 2 Curse of Misfortune 2Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +4 Defense, +2 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
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 |
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. | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You failed to protect the worried loremaster from death by white wolf. Escort: worried loremaster (level 1 of Daikara) | 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 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 |
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. | 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. You have been shown a secret entrance to his stronghold. | active |
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 precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed honey tree root. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed length of troll intestine. * You've found the needed skeleton mage skull. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within2 lumberjacks have died. | done |
Equipment
| 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 | Steel Helm of Garkul (0 def, 6 armour) (Misfortune) Steel Helm of Garkul (0 def, 6 armour) (Misfortune)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 50 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | savior's copper ring of tenacity savior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 Spell save: +6 Mental save: +6 Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +24% Rings can have magical properties. |
| On fingers | sneakthief's copper ring sneakthief's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Dex Rings can have magical properties. |
| Around neck | restful steel amulet of constitution (+3) restful steel amulet of constitution (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Con Life regen: +0.50 Amulets can have magical properties. |
| In main hand | blazebringer's dwarven-steel longsword of ruin (24.5-34.3 power, 4 apr) (Madness) blazebringer's dwarven-steel longsword of ruin (24.5-34.3 power, 4 apr) (Madness)Requires: - Strength 24 Infused by nature Crafted by a master 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: 30% fire When wielded/worn: Armour penetration: +5 Physical crit. chance: +6.0% Changes resistances penetration: +7% fire Critical mult.: +12.00% Global speed: +3% Curse of Madness Sharp, long, and deadly. |
| On hands | heroic rough leather gloves of regeneration (0 def, 5 armour) (Madness) heroic rough leather gloves of regeneration (0 def, 5 armour) (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Mental save: +5 Life regen: +0.60 Stamina each turn: +0.50 Psi each turn: +0.12 Maximum life: +41.00 Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | slime-covered dwarven-steel dagger of amnesia (20.5-26.65 power, 7 apr) (Misfortune) slime-covered dwarven-steel dagger of amnesia (20.5-26.65 power, 7 apr) (Misfortune)Requires: - Dexterity 24 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown Damage when this weapon hits: +9 slime When wielded/worn: Damage when the wearer is hit: 7 mind Curse of Misfortune Sharp, short and deadly. |
| Cloak | Falafang (1 def, 0 armour) (Madness) Falafang (1 def, 0 armour) (Madness)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Str / +5 Wil / +4 Cun Infravision radius: +3 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (10 def, 1 armour) (Nightmares) Eel-skin armour (10 def, 1 armour) (Nightmares)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Nightmares It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 44.69 to 134.08 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
Newly picked up phase door rune (range 5)phase door rune (range 5) 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: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 5. 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. |
Newly picked up shielding rune (absorb 57 for 4 turns)shielding rune (absorb 57 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; 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 spell Description: Activate the rune to create a protective shield absorbing at most 57 damage for 4 turns. 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. |
titan's shielding rune (absorb 264 for 4 turns) titan's shielding rune (absorb 264 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 264 damage for 4 turns. Its effects scale with your Constitution stat. 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. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
Glarestriker (15-21 power, 3 apr) (Corpses) Glarestriker (15-21 power, 3 apr) (Corpses)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +20% light Changes damage: +6% light Curse of Corpses Sharp, long, and deadly. |
Newly picked up ash magestaff (15-18 power, 3 apr, arcane damage) (Nightmares)ash magestaff (15-18 power, 3 apr, arcane damage) (Nightmares) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Newly picked up huntsman's steel waraxe of erosion (11.5-16.1 power, 3 apr) (Misfortune)huntsman's steel waraxe of erosion (11.5-16.1 power, 3 apr) (Misfortune) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +12 nature / +5 temporal Damage against: +9% Animal Curse of Misfortune One-handed war axes. |
Newly picked up steel shield (6 def, 2 armour, 40.5 block) (Madness)steel shield (6 def, 2 armour, 40.5 block) (Madness) Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Curse of Madness Handheld deflection devices |
2 agate 2 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. |
3 aquamarine 3 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. |
topaz 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. |
miner's iron pickaxe (dig speed 38 turns) miner's iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Infravision radius: +2 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. |
6 spinel 6 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. |
pulsing organ pulsing organInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart |
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. |
garnet 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. |
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. |
hateful steel torque of charged psionic shield [power 25] (20 cooldown) hateful steel torque of charged psionic shield [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning and blight damage by 25 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
ash totem of cure illness [power 2] (20 cooldown) ash totem of cure illness [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
2 citrine 2 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. |
6 zircon 6 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
Antimagic!
Completed antimagic training in the Ziguranth camp.By Tyric the Cornac Cursed level 15
26th Haze 122nd year of Ascendancy at 01:20 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Tyric the Cornac Cursed level 13
53rd Dusk 122nd year of Ascendancy at 12:32 see stats
Fear me not!
Survived the Fearscape!By Tyric the Cornac Cursed level 13
3rd Haze 122nd year of Ascendancy at 06:05 see stats
Level 10
Got a character to level 10.By Tyric the Cornac Cursed level 10
10th Mirth 122nd year of Ascendancy at 00:15 see stats
The Arena
Unlocked Arena mode.By Tyric the Cornac Cursed level 5
78th Pyre 122nd year of Ascendancy at 04:08 see stats
The secret city
Discovered the truth about mages.By Tyric the Cornac Cursed level 5
79th Pyre 122nd year of Ascendancy at 11:01 see stats
Log
Xeruma the cold drake hatchling is being stalked by Tyric!
Xeruma the cold drake hatchling hits Tyric for 5 temporal, 2 cold damage (total 5.28).
Tyric hits Xeruma the cold drake hatchling for 10 physical, 3 nature damage (total 12.11).
Layyta the giant carpenter ant is no longer illuminated.
Layyta the giant carpenter ant recovers sight.
Layyta the giant carpenter ant overcomes the dismay
Xeruma the cold drake hatchling is no longer evading attacks.
Xeruma the cold drake hatchling is no longer illuminated.
Xeruma the cold drake hatchling overcomes the gloom.
Layyta the giant carpenter ant is confused and fails to use Telekinetic Smash.
Tyric is invigorated by the attack!
Layyta the giant carpenter ant hits Tyric for 13 physical, 11 fire damage (total 23.04).
Xeruma the cold drake hatchling casts Flame.
Your hatred grows even as your life fades! (+4 hate)
Tyric is invigorated by the attack!
Tyric is on fire!
Xeruma the cold drake hatchling hits Tyric for 36 fire damage.
Xeruma the cold drake hatchling overcomes the gloom
Tyric is invigorated by the attack!
Tyric is invigorated by the attack!
Xeruma the cold drake hatchling moves reluctantly!
Xeruma the cold drake hatchling hits Tyric for 12 fire damage.
Layyta the giant carpenter ant hits Tyric for 13 physical, 10 fire damage (total 22.14).
Layyta the giant carpenter ant overcomes the gloom
Tyric is invigorated by the attack!
Saving done.
Saving done.
Saving game...
