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 | Yeek |
| Class | Archmage |
| Level / Exp | 27 / 79% |
| Size | small |
| Lifes / Deaths | Killed by skeleton mage at level 11 on the 5th Mirth 122nd year of Ascendancy at 09:44 1 / 5Killed by oozing horror at level 17 on the 49th Dusk 122nd year of Ascendancy at 00:00 Killed by oozing horror at level 17 on the 49th Dusk 122nd year of Ascendancy at 18:18 Killed by Neryvea the elven cultist at level 24 on the 12nd Regrowth 123rd year of Ascendancy at 15:36 Killed by elven cultist at level 25 on the 14th Regrowth 123rd year of Ascendancy at 17:54 |
Primary Stats
| Strength | 20 (base 13) |
| Dexterity | 8 (base 10) |
| Constitution | 33 (base 38) |
| Magic | 56 (base 45) |
| Willpower | 53 (base 36) |
| Cunning | 15 (base 11) |
Resources
| Life | 527/527 |
| Mana | 117/117 |
| Positive | 0/128 |
| Healing Factor | 1.63 |
| Regeneration | 3.3415 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +173.5% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 21 |
| Crit Chance | 6% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51.666666666667 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34.55 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Darkness | +15% |
Offense: Damage Penetration
| Blight | +12% |
| Physical | +10% |
| Fire | +16% |
Defense: Base
| Armour (hardiness) | 16.802969713627 (30%) |
| Defense | 14.3 |
| Ranged Defense | 14.3 |
| Fatigue | 0 |
| Physical Save | 32.7125 |
| Spell Save | 32.5125 |
| Mental Save | 36.3375 |
Defense: Resistances
| Blight | + 44%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 27%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 37%( 70%) |
| Arcane | 0%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Knockback Resistance | 50% |
| Silence Resistance | 60% |
| Disarm Resistance | 15% |
| Confusion Resistance | 95% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 162 life. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 362.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 149 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Arcane Power |
| talent | Essence of Speed |
| talent | Shielding |
| talent | Arcane Shield |
| beneficial effect | The target is walking on blighted soil, reducing diseases resistance by 60% and giving all attacks a 40% chance to infect the target with a random disease (can only happen once per turn). Blighted Soil |
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 grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
Escort the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell) | active |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlYou talked for a while and it seems she has a crush on you. Melinda decided to come live with you in your Fortress. | active |
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: 161. | 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. | 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 xorn fragment. * You've found the needed giant spider spinneret. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed orc heart. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed bear paw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed bloated horror heart. * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | dreamer's pair of hardened leather boots of phasing (0 def, 3 armour) dreamer's pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Mag / +3 Wil Physical save: +8 Spell save: +6 Mental save: +8 It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
| 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 | Emelara (1 def, 0 armour) Emelara (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +18 Defense: +1 Physical save: +18 A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
| On fingers | warrior's copper ring of mental power warrior's copper ring of mental powerCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Mindpower: +6 Rings can have magical properties. |
| On fingers | conjurer's copper ring of life conjurer's copper ring of lifePowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Life regen: +0.70 Maximum life: +50.00 Spellpower: +6 Healing mod.: +10% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | ash starstaff 'Eremalablek' (15-18 power, 3 apr, darkness damage) ash starstaff 'Eremalablek' (15-18 power, 3 apr, darkness damage)Requires: - Magic 16 Powered by arcane forces Infused by nature 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: Darkness Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +3% light Changes damage: +15% darkness Talent granted: +1 Command Staff Disarm immunity: +15% Maximum mana: +40.00 Spellpower: +13 Spell crit. chance: +2% Light radius: +2 Resist all after a teleport: +2% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 110.22 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 32.00 and knocking it back. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | Arigabeth (5 def, 0 armour) Arigabeth (5 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes resistances: +7% physical / -6% arcane / +9% fire / -8% cold / -8% nature / +20% blight Changes resistances penetration: +10% physical / +16% fire / +12% blight Life regen: +0.70 Mana each turn: +0.28 Psi each turn: +0.24 Maximum life: +77.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak of resilience (2 def, 0 armour) cashmere cloak of resilience (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Maximum life: +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amulet of magic (+3) restful copper amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag Life regen: +0.40 Amulets can have magical properties. |
Inventory
Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage when this weapon hits: +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
stabilizing hardened leather belt of resilience stabilizing hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical save: +8 Maximum life: +41.00 A belt that goes around your waist. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent masteries: +0.20 Psionic / Grip +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
aquamarine 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
3 opal 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 Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
2 garnet 2 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
psionic steel torque of psychoportation [power 28] (30 cooldown) psionic steel torque of psychoportation [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), placing all other charms into a 30 cooldown. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
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. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Tim the Yeek Archmage level 17
50th Dusk 122nd year of Ascendancy at 12:48 see stats
Bringer of Doom
Killed a Bringer of Doom.By Tim the Yeek Archmage level 20
9th Haze 122nd year of Ascendancy at 18:33 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Tim the Yeek Archmage level 14
34th Dusk 122nd year of Ascendancy at 04:47 see stats
Exterminator
Killed 1000 creatures.By Tim the Yeek Archmage level 20
57th Haze 122nd year of Ascendancy at 09:05 see stats
Fear me not!
Survived the Fearscape!By Tim the Yeek Archmage level 20
36th Haze 122nd year of Ascendancy at 14:30 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Tim the Yeek Archmage level 17
50th Dusk 122nd year of Ascendancy at 11:16 see stats
Level 10
Got a character to level 10.By Tim the Yeek Archmage level 10
3rd Mirth 122nd year of Ascendancy at 05:44 see stats
Level 20
Got a character to level 20.By Tim the Yeek Archmage level 20
78th Dusk 122nd year of Ascendancy at 10:51 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Tim the Yeek Archmage level 20
57th Haze 122nd year of Ascendancy at 22:38 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Tim the Yeek Archmage level 25
15th Regrowth 123rd year of Ascendancy at 04:08 see stats
The Arena
Unlocked Arena mode.By Tim the Yeek Archmage level 11
5th Flare 122nd year of Ascendancy at 18:48 see stats
The secret city
Discovered the truth about mages.By Tim the Yeek Archmage level 14
19th Dusk 122nd year of Ascendancy at 14:06 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Tim the Yeek Archmage level 25
26th Regrowth 123rd year of Ascendancy at 23:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Tim the Yeek Archmage level 19
78th Dusk 122nd year of Ascendancy at 10:29 see stats
Log
Resting starts...
Rested for 5 turns (stop reason: all resources and life at maximum).
You gain 25.00 gold from the transmogrification of Morbusrebel (19/19, 35-42 power, 3 apr).
You gain 0.54 gold from the transmogrification of miner's dwarven-steel pickaxe (dig speed 28 turns).
You gain 2.71 gold from the transmogrification of prismatic stralite plate armour of lightning resistance (7 def, 13 armour).
You gain 1.50 gold from the transmogrification of dwarven-steel plate armour (5 def, 11 armour).
You gain 0.20 gold from the transmogrification of hardened leather cap (0 def, 3 armour).
You gain 25.00 gold from the transmogrification of Hellswilter (0 def, 4 armour).
You gain 5.12 gold from the transmogrification of hardened leather gloves of the nighthunter (0 def, 2 armour).
You gain 5.83 gold from the transmogrification of warbringer's stralite waraxe (34-47.6 power, 5 apr).
You gain 10.57 gold from the transmogrification of thunderous dwarven-steel waraxe of nature (21-29.4 power, 4 apr).
You gain 0.75 gold from the transmogrification of yew magestaff (20-24 power, 4 apr, cold damage).
You gain 9.16 gold from the transmogrification of void walker's elven-wood starstaff (25-30 power, 5 apr, darkness damage).
You gain 1.25 gold from the transmogrification of elven-wood starstaff (25-30 power, 5 apr, light damage).
You gain 4.70 gold from the transmogrification of earthen elven-wood magestaff of illumination (25-30 power, 5 apr, lightning damage).
You gain 5.70 gold from the transmogrification of blighted elven-wood vilestaff (25-30 power, 5 apr, acid damage).
You gain 1.55 gold from the transmogrification of ranger's hardened leather sling.
You gain 2.08 gold from the transmogrification of hardened leather sling of power.
You gain 0.75 gold from the transmogrification of dwarven-steel mace (25-35 power, 4 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel longsword (23-32.2 power, 4 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel greatmaul (41.5-62.25 power, 2 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel battleaxe (33-49.5 power, 2 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel battleaxe (29-43.5 power, 2 apr).
You gain 2.22 gold from the transmogrification of psionicist's stralite ring of light (+30%).
You gain 0.25 gold from the transmogrification of gold ring.
You gain 1.20 gold from the transmogrification of acid wave rune (40 acid damage).
You gain 3.60 gold from the transmogrification of heroism infusion (+4 for 10 turns, die at -100).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
