










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 11 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by halfling slinger at level 6 on the 77th Pyre 122nd year of Ascendancy at 00:29 0 / 5Killed by thief at level 9 on the 3rd Mirth 122nd year of Ascendancy at 16:49 Killed by Irihi the shalore at level 10 on the 5th Flare 122nd year of Ascendancy at 19:46 Killed by Isemida the banshee at level 11 on the 19th Dusk 122nd year of Ascendancy at 06:31 Killed by Isemida the banshee at level 11 on the 19th Dusk 122nd year of Ascendancy at 06:52 |
Primary Stats
| Strength | 38 (base 33) |
| Dexterity | 10 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 32 (base 26) |
| Cunning | 15 (base 10) |
Resources
| Life | 0/300 |
| Hate | 92/100 |
| Healing Factor | 0.96021335186452 |
| Regeneration | 0.24005333796613 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 4 |
| See Stealth | 14 |
| See Invisible | 26 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 26 |
| Crit Chance | 10% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +4% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 29.317011280365 (72.903125182002%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 10 |
| Physical Save | 25 |
| Spell Save | 17 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 5%( 70%) |
| Blight | + 3%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 11%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Confusion Resistance | 10% |
| Disarm Resistance | 21% |
| Knockback Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 41% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 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 grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
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 giant spider spinneret. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed bloated horror heart. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | scholar's pair of rough leather boots of strife (Madness) (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane/Psionic While equipped: Stats +2 Con +2 Wil dps ---------- Spell.pwr +4 (+4 eff.) Mind.pwr +4 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +1 Curse of Madness Blindside: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | watchleader's brass lantern2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +21% Confus- +10% ---------- misc Light +6 See.Stealth +7 See.Invis +6 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 6 turns. The radius will increase with your Cunning. 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 | Fogspar the rough leather cap (Madness) (5 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +1% physical Phys.save +11 (+5 eff.) Curse of Madness A cap made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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 toll 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 that it stinks. |
| On fingers | psionicist's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Max.HP +30.00 Disarm- +21% Pinning- +23% Knockbk- +22% Rings make your fingers look great! |
| On fingers | psionicist's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
| Around waist | blurring rough leather belt of carrying (Madness)1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +9 (+4 eff.) Fatigue -4% Stealth +6 ---------- misc Max.enc +26 Curse of Madness A belt that goes around your waist. |
| In main hand | steel battleaxe 'Flashwell' (Nightmares) (29-44 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Rare] Master Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +8 blight While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +3% blight ---------- misc Infravis +1 See.Invis +15 Curse of Nightmares Massive two-handed battleaxes. |
| On hands | storm iron gauntlets (Nightmares) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | impenetrable steel mail armour (Madness) (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Curse of Madness A suit of armour made of mail. |
| Cloak | thick linen cloak of the Shaloren (Shrouds) (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | serendipitous steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +5 Lck +1 Mag dps ---------- S.pwr/crit +2 Acc +6 (+3 eff.) ----- def ----- Defense +8 (+4 eff.) Unseen.red 12% ---------- misc Mana/turn +0.10 Max.mana +20.00 Amulets make your neck look great! |
Inventory
movement infusion of the warrior (speed 514%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 514% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 23%; magical; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
iron battleaxe (Misfortune) (11-16 power, 1 apr)3.0 T1 battleaxe 2H weapon Reqs Str 11 [Normal] Power 11.0 - 16.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Misfortune Massive two-handed battleaxes. |
Swordbreaker (Madness) (25-32 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Cun 10 Dex 10 [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. Curse of Madness This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
chilling steel greatmaul of massacre (Corpses) (36-53 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane/Master Power 35.5 - 53.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 cold Curse of Corpses Massive two-handed mauls. |
acidic iron greatsword of massacre (Corpses) (25-40 power, 1 apr)3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Arcane/Master Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Curse of Corpses Massive two-handed swords. |
blurring rough leather belt of carrying (Madness)1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +8 (+4 eff.) Fatigue -4% Stealth +6 ---------- misc Max.enc +20 Curse of Madness A belt that goes around your waist. |
thick linen cloak (Shrouds) (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe 'Weepkin' (Nightmares) (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Dmg.mod +12% lightning +14% mind On Hit (Melee): * 20% chance to slow global speed by 49% On Melee Ret: * 4% chance to slow global speed by 49% * 5 arcane resource burn ----- def ----- Resists +18% lightning +3% darkness +6% fire +14% mind +9% all Spell.save +6 (+4 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of corrosion (+21%) (Misfortune) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +14% acid ----- def ----- Resists +21% acid +9% all Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots (Nightmares) (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +5% cold Curse of Nightmares A pair of boots made of leather. |
miner's pair of iron boots of speed (Shrouds) (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +1 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cleansing rough leather cap (Corpses) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +6% blight Curse of Corpses A cap made of leather. |
iron mail armour (Nightmares) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Curse of Nightmares A suit of armour made of mail. |
impenetrable iron plate armour of lightning resistance (Madness) (0 def, 12 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Ego] Master While equipped: ----- def ----- Armour +12 Fatigue +22% Resists +17% lightning Curse of Madness A suit of armour made of metal plates. |
Coral Spray (Shrouds) (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training Str 16 [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Shrouds A chunk of jagged coral, dredged from the ocean. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 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. |
survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Heal.mod +10% ---------- misc Light +3 See.Stealth +6 See.Invis +6 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
yew totem of thorny skin [power 41] (20/20 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Grayson the Cornac Cursed level 11
1st Dusk 122nd year of Ascendancy at 07:49 see stats
Level 10
Got a character to level 10.By Grayson the Cornac Cursed level 10
4th Mirth 122nd year of Ascendancy at 10:07 see stats
The Arena
Unlocked Arena mode.By Grayson the Cornac Cursed level 7
77th Pyre 122nd year of Ascendancy at 02:24 see stats
The secret city
Discovered the truth about mages.By Grayson the Cornac Cursed level 9
2nd Mirth 122nd year of Ascendancy at 23:32 see stats
Log
Your summoned terror disappears.
Talent Infusion: Healing is ready to use.
Talent Savage Hunter is ready to use.
Talent Infusion: Wild is ready to use.
Grayson hits Isemida the banshee for 43 physical, 5 blight, 4 lightning (52 total damage).
Isemida the banshee speeds up.
Isemida the banshee's Beyond the Flesh hits Terror for 46 physical, 8 temporal, 15 physical (69 total damage).
Isemida the banshee hits Grayson for 31 physical, 8 nature, 14 physical (54 total damage).
Your summoned terror disappears.
Your summoned terror disappears.
Grayson activates Savage Hunter.
Isemida the banshee is being stalked by Grayson!
Terror misses Isemida the banshee.
Grayson hits Isemida the banshee for 38 physical, 5 blight, 4 lightning (46 total damage).
Your summoned terror disappears.
Your summoned terror disappears.
Isemida the banshee's Beyond the Flesh hits Grayson for 30 physical, 8 temporal, 14 physical (52 total damage).
Isemida the banshee hits Grayson for 30 physical, 8 nature, 14 physical (52 total damage).
Grayson uses Infusion: Regeneration.
Grayson starts regenerating health quickly.
Your summoned terror disappears.
Your summoned terror disappears.
Isemida the banshee uses Warding Weapon.
Isemida the banshee's Beyond the Flesh hits Terror for 50 physical, 8 temporal, 15 physical (72 total damage).
Isemida the banshee hits Grayson for 27 physical, 8 nature, 14 physical (49 total damage).
Grayson the level 11 cornac cursed was punctured to death by Isemida the banshee on level 1 of Old Forest.
Isemida the banshee is no longer being stalked by Grayson.









































































