













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 23 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by Peter at level 19 on the 12nd Haze 122nd year of Ascendancy at 13:13 0 / 6Killed by dreaming horror at level 21 on the 67th Haze 122nd year of Ascendancy at 18:33 Killed by Peter's temporal clone at level 23 on the 42nd Pyre 123rd year of Ascendancy at 10:19 Killed by Celia at level 23 on the 61st Pyre 123rd year of Ascendancy at 20:02 Killed by Glewe the lesser vampire at level 23 on the 61st Pyre 123rd year of Ascendancy at 20:42 Killed by Glewe the lesser vampire at level 23 on the 61st Pyre 123rd year of Ascendancy at 21:12 |
Primary Stats
| Strength | 22 (base 16) |
| Dexterity | 15 (base 12) |
| Constitution | 41 (base 38) |
| Magic | 81 (base 53) |
| Willpower | 29 (base 12) |
| Cunning | 20 (base 10) |
Resources
| Life | -19/674 |
| Paradox | 248 |
| Healing Factor | 1.2281403954778 |
| Regeneration | 2.763315889825 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +3.9968028886506E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 7 |
| See Invisible | 35 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 33 |
| Crit Chance | 6% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +21% |
| Arcane | +9% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Blight | +30% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 5 (35.65183292883%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 29 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 22%( 70%) |
| Darkness | + 20%( 70%) |
| Arcane | + 25%( 70%) |
| Lightning | + 22%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Pinning Resistance | 22% |
| Disarm Resistance | 20% |
| Silence Resistance | 27% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 173 damage for 3 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
| Chronomancy / Stasis | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 4/5 |
| Chronomancy / Flux | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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. 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. | active |
You failed to protect the lost defiler from death by Lisibeth the fire drake hatchling. Escort: lost defiler (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
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 talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by war hound. Escort: lost warrior (level 3 of Old Forest) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 46. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 luminous horror dust. * You've found the needed ice ant stinger. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed warg claw. | 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 within15 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Zanetar the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +6 Mag / +3 Wil Changes damage: +6% arcane Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +5 (+1 eff.) It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Aerylaith the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Changes stats: +3 Wil Maximum life: +45.00 Mindpower: +5 (+2 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Zaneyon (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% acid / +12% light / +5% arcane Mental save: +9 (+4 eff.) Infravision radius: +4 See stealth: +7 See invisible: +9 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 51% and attempts to push all creatures other than yourself out of its radius, inflicting 10.26 light damage and 10.26 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | iron pickaxe 'Duathelthorn' (dig speed 38 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 38% Damage when hit (Melee): 8 mind Changes stats: +1 Str / +2 Mag Changes resistances: +3% darkness Changes damage: +12% mind Maximum mana: +20.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Boryromibar the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% arcane Disarm immunity: +20% Pinning immunity: +22% Stun/Freeze immunity: +20% Knockback immunity: +22% Mana when firing critical spell: +2.00 Maximum life: +104.00 Spell crit. chance: +2% Rings make your fingers look great! |
| On fingers | copper onyx ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | EarilenInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +2 Mag Changes resistances: +6% lightning / +6% temporal Maximum hate: +6.00 Infravision radius: +3 A belt that goes around your waist. |
| In main hand | Torakhad the ash vilestaff (15-18 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 18 fire Changes resistances penetration: +10% mind / +30% blight Changes damage: +21% blight Talent granted: +1 Command Staff Critical mult.: +19.00% Vim when firing critical spell: +2.00 Maximum vim: +16.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +8% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Saligavea the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 mind Changes stats: +2 Cun / +4 Mag Changes damage: +3% arcane Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 See invisible: +12 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 | Glimmerenvy the woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +30 (+12 eff.) Armour penetration: +2 Physical power: +20 (+9 eff.) Changes stats: +2 Str / +3 Mag / +3 Wil Changes resistances: +9% all Physical save: +9 (+5 eff.) Silence immunity: +27% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +8 (+2 eff.) Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Ereluyadan the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +1 Cun / +3 Mag Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 186 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
timebroken woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes resistances: +9% all Changes damage: +11% arcane / +11% temporal Maximum mana: +12.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
11 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)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. |
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 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. |
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) 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. |
8 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 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. |
7 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Peter the Cornac Paradox Mage level 23
55th Pyre 123rd year of Ascendancy at 15:01 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Peter the Cornac Paradox Mage level 19
76th Dusk 122nd year of Ascendancy at 18:24 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Peter the Cornac Paradox Mage level 18
57th Dusk 122nd year of Ascendancy at 23:51 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Peter the Cornac Paradox Mage level 20
13rd Haze 122nd year of Ascendancy at 06:38 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Peter the Cornac Paradox Mage level 21
68th Haze 122nd year of Ascendancy at 02:18 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Peter the Cornac Paradox Mage level 10
8th Mirth 122nd year of Ascendancy at 14:21 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Peter the Cornac Paradox Mage level 20
12nd Haze 122nd year of Ascendancy at 16:04 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Peter the Cornac Paradox Mage level 20
39th Haze 122nd year of Ascendancy at 22:27 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Peter the Cornac Paradox Mage level 13
4th Dusk 122nd year of Ascendancy at 21:29 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Peter the Cornac Paradox Mage level 19
5th Haze 122nd year of Ascendancy at 18:54 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Peter the Cornac Paradox Mage level 17
37th Dusk 122nd year of Ascendancy at 01:35 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Peter the Cornac Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 14:57 see stats
Log
Ce'Nedhekira the master vampire's spell attains critical power!
Peter spins fate.
Peter weaves fate.
Peter is on fire!
Glewe the lesser vampire uses Stun.
Glewe the lesser vampire misses Peter.
Peter is stunned!
Melee retaliation hits Glewe the lesser vampire for (13 to time), 0 mind (0 total damage).
Ce'Nedhekira the master vampire hits Peter for 123 arcane damage.
Glewe the lesser vampire hits Peter for 79 physical, 10 cold, 7 fire, 48 darkness (145 total damage).
Celia casts Invoke Darkness.
Celia hits Peter for 409 cold damage.
Burning from Ce'Nedhekira the master vampire hits Peter for 54 arcane damage.
Peter wanders around!
Peter casts Rune: Shielding.
A shield forms around Peter.
Peter casts Webs of Fate.
Connection to online server established.
Peter is confused and fails to use Time Skip.
Glewe the lesser vampire performs a melee critical strike against Peter!
Glewe the lesser vampire performs a melee critical strike against Peter!
Your shield crumbles under the damage!
The shield around Peter crumbles.
Glewe the lesser vampire hits Peter for (30 webs of fate), (81 absorbed), 0 physical, (3 webs of fate), (7 absorbed), 0 cold, (2 webs of fate), (5 absorbed), 0 fire, (13 webs of fate), (35 absorbed), 0 darkness, (19 webs of fate), (44 absorbed), 7 physical, (2 webs of fate), 5 fire, (13 webs of fate), 35 darkness (48 total damage).
Webs of Fate hits Celia for 1 cold, 3 darkness (4 total damage).
Webs of Fate hits Ce'Nedhekira the master vampire for 1 fire, 1 fire (1 total damage).
Webs of Fate hits Glewe the lesser vampire for (12 to time), 0 physical, (7 to time), 0 darkness, (8 to time), 0 physical (0 total damage).
Melee retaliation hits Glewe the lesser vampire for (3 to time), 0 mind, (7 to time), 0 mind (0 total damage).
Peter the level 23 cornac paradox mage was swallowed by the void to death by Glewe the lesser vampire on level 2 of Last Hope Graveyard.










































































