Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 Stone Wardens DLC Class 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 20 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by Bibaan the thalore at level 15 on the 2nd Wintertide 123rd year of Ascendancy at 03:57 0 / 6Killed by Bolbrycin the halfling at level 20 on the 65th Regrowth 123rd year of Ascendancy at 13:50 Killed by Urkis, the High Tempest at level 20 on the 80th Regrowth 123rd year of Ascendancy at 05:42 Killed by Urkis, the High Tempest at level 20 on the 80th Regrowth 123rd year of Ascendancy at 06:34 Killed by Arebremita the blade horror at level 20 on the 8th Pyre 123rd year of Ascendancy at 17:08 Killed by Arebremita the blade horror at level 20 on the 8th Pyre 123rd year of Ascendancy at 17:47 |
| Antimagic | Follower |
Primary Stats
| Strength | 45 (base 28) |
| Dexterity | 16 (base 10) |
| Constitution | 54 (base 44) |
| Magic | 10 (base 10) |
| Willpower | 45 (base 30) |
| Cunning | 20 (base 10) |
Resources
| Life | -14/652 |
| Hate | 86/100 |
| Stamina | 244/244 |
| Equilibrium | 18 |
| Healing Factor | 1.2328454852037 |
| Regeneration | 0.49313819408146 |
Speed
| Mental | +50.087922695995% |
| Attack | 0% |
| Movement | +313.04951684997% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 28 |
| Crit Chance | 6% |
| APR | 48 |
| Speed | 0.67 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 28 |
| Crit Chance | 6% |
| APR | 26 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35.75 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +5% |
| Blight | +7% |
| Physical | +21% |
| Cold | +15% |
| Nature | +6% |
Offense: Damage Penetration
| Physical | +10% |
| Mind | +10% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 13.9 (30%) |
| Defense | 22.05 |
| Ranged Defense | 22.05 |
| Fatigue | 11 |
| Physical Save | 44.883333333333 |
| Spell Save | 19.25 |
| Mental Save | 30.875 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 49%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 19%( 70%) |
| Temporal | + 23%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 56%( 70%) |
Defense: Immunities
| Stun Resistance | 75% |
| Confusion Resistance | 75% |
| Fear Resistance | 75% |
| Poison Resistance | 21% |
| Knockback Resistance | 75% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 19% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 290 life. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Rampage | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Psiblades |
| talent | Stalk |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 2.43 nature damage per turn and decreasing all heals received by 17%. Insidious Poison |
| detrimental effect | The target has been splashed with acid, taking 8.10 acid damage per turn, reducing armour by 8 and attack by 8. Acid Splash |
| beneficial effect | You gain 9% resistance against temporal. Resolve |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +12% physical damage, +6 physical save, +6 mental save, 35/35 damage shrugged off this turn) Rampaging |
| beneficial effect | Stalking Arebremita the blade horror. Bonus level 3: +11 attack, +19% melee damage, +1.50 hate/turn prey was hit. Stalking 602/2054 +3 |
| detrimental effect | Huge cut that bleeds, doing 31.01 physical damage per turn. Bleeding |
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 |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Willpower by +2. | 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 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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 58. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed xorn fragment. * '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 mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed bloated horror heart. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 ice ant stinger. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of squid ink. | 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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| On hands | heroic dwarven-steel gauntlets of the nighthunter (0 def, 6 armour) heroic dwarven-steel gauntlets of the nighthunter (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 Armour: +6 Changes stats: +2 Cun Changes resistances: +7% darkness Mental save: +8 Maximum life: +52.00 Infravision radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 9 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | grounding dwarven-steel helm of might (0 def, 4 armour) grounding dwarven-steel helm of might (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 Armour: +4 Fatigue: +4% Changes stats: +3 Str / +3 Con Changes resistances: +7% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | titan's gold ring of misery titan's gold ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Cun / +4 Con Physical save: +8 Hate when firing a critical mind attack: +2.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 40%. 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 | wyrm's thorny mindstar (8.5-9.35 power, 43 apr, mind damage) wyrm's thorny mindstar (8.5-9.35 power, 43 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 8.5 - 9.4 Uses stats: 72% Wil, 36% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +43 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 physical / 4 fire / 3 cold / 3 lightning / 3 acid Changes resistances: +4% physical / +5% fire / +4% cold / +4% lightning / +7% acid Mindpower: +3 Mental crit. chance: +3% It can be used to call the drake in an elemental mindstar (this will remove other set bonuses), placing all other charms into a 20 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +3 Cun / +4 Wil Changes resistances: +12% physical / +15% acid Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 Mindpower: +8 Mental crit. chance: +4% It can be used to send out a beam of kinetic energy, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| In off hand | Duskmistress (2.5-2.75 power, 21 apr, nature damage) Duskmistress (2.5-2.75 power, 21 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 54% Wil, 18% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +21 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +12 darkness When wielded/worn: Damage when the wearer is hit: 20 lightning Changes resistances: +9% darkness Mindpower: +1 Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Eilinatta the cashmere cloak (9 def, 0 armour) Eilinatta the cashmere cloak (9 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Changes stats: +3 Str / +3 Con Damage when the wearer is hit: 8 blight Changes resistances penetration: +15% temporal Changes damage: +3% blight Physical save: +8 Mental save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | cleansing steel amulet of strength (+3) cleansing steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% nature Poison immunity: +21% Amulets can have magical properties. |
Inventory
warrior's healing infusion (heal 238) warrior's healing infusion (heal 238)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 238 life. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
warrior's movement infusion (635% speed; 5 turns) warrior's movement infusion (635% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; 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 nature gift Description: Activate the infusion to increase movement speed by 635% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
restful steel amulet of the fish restful steel amulet of the fishInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +14% cold Allows you to breathe in: water Life regen: +0.40 Amulets can have magical properties. |
Betolle (0 def, 2 armour) Betolle (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Str / +3 Mag Light radius: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather cap of dexterity (+3) (0 def, 1 armour) rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. |
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. |
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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Rod of Recall (0/1) Rod of Recall (0/1)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 199/400. 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. |
quartz 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
Antimagic!
Completed antimagic training in the Ziguranth camp.By Veijjo the Cornac Cursed level 18
16th Regrowth 123rd year of Ascendancy at 12:25 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Veijjo the Cornac Cursed level 15
5th Decay 122nd year of Ascendancy at 03:30 see stats
Exterminator
Killed 1000 creatures.By Veijjo the Cornac Cursed level 18
49th Regrowth 123rd year of Ascendancy at 09:37 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Veijjo the Cornac Cursed level 20
80th Regrowth 123rd year of Ascendancy at 07:21 see stats
Fear me not!
Survived the Fearscape!By Veijjo the Cornac Cursed level 20
65th Regrowth 123rd year of Ascendancy at 13:41 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Veijjo the Cornac Cursed level 18
27th Regrowth 123rd year of Ascendancy at 07:10 see stats
Level 10
Got a character to level 10.By Veijjo the Cornac Cursed level 10
56th Dusk 122nd year of Ascendancy at 23:26 see stats
Level 20
Got a character to level 20.By Veijjo the Cornac Cursed level 20
59th Regrowth 123rd year of Ascendancy at 19:04 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Veijjo the Cornac Cursed level 15
44th Haze 122nd year of Ascendancy at 09:48 see stats
The Arena
Unlocked Arena mode.By Veijjo the Cornac Cursed level 11
73rd Dusk 122nd year of Ascendancy at 08:24 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Veijjo the Cornac Cursed level 18
51st Regrowth 123rd year of Ascendancy at 05:08 see stats
The secret city
Discovered the truth about mages.By Veijjo the Cornac Cursed level 12
79th Dusk 122nd year of Ascendancy at 10:05 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Veijjo the Cornac Cursed level 18
50th Regrowth 123rd year of Ascendancy at 20:18 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Veijjo the Cornac Cursed level 18
27th Regrowth 123rd year of Ascendancy at 09:32 see stats
Log
Arebremita the blade horror hits Veijjo for 0 light, 1 physical, 5 light, 6 physical damage (total 10.08).
Veijjo hits Arebremita the blade horror for 32 mind, 36 nature damage (total 66.88).
Arebremita the blade horror hits Veijjo for 21 physical damage.
Veijjo hits Arebremita the blade horror for 9 nature damage.
Veijjo is invigorated by the attack!
Veijjo is invigorated by the attack!
Veijjo has shrugged off 35 damage and is ready for more.
Your rampage is invigorated by the intense onslaught! (+1 duration)
Veijjo stops regenerating health quickly.
Arebremita the blade horror hits Veijjo for 2 nature, 6 acid, 0 physical damage (total 6.81).
Veijjo misses Arebremita the blade horror.
Veijjo is invigorated by the attack!
Arebremita the blade horror hits Veijjo for 0 light, 0 physical damage (total 0.00).
Veijjo hits Arebremita the blade horror for 39 nature damage.
Arebremita the blade horror rushes out!
Arebremita the blade horror performs a critical strike!
Your hatred grows even as your life fades! (+4 hate)
Veijjo is invigorated by the attack!
Veijjo is invigorated by the attack!
Veijjo is invigorated by the attack!
Veijjo is invigorated by the attack!
Arebremita the blade horror hits Veijjo for 45 physical, 4 acid, 9 temporal, 16 physical, 2 nature, 9 temporal, 10 physical damage (total 90.81).
Veijjo hits Arebremita the blade horror for 2 physical, 4 fire, 4 cold, 22 lightning, 2 acid, 20 blight, 2 physical, 4 fire, 4 cold, 22 lightning, 2 acid, 20 blight damage (total 101.30).
Arebremita the blade horror rushes out!
Veijjo is invigorated by the attack!
Veijjo is invigorated by the attack!
Saving done.
Saving done.
Saving game...
