Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 24 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Bethalle the wolf at level 9 on the 7th Dusk 122nd year of Ascendancy at 21:27 5 / 1 |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 12 (base 12) |
| Constitution | 33 (base 20) |
| Magic | 63 (base 53) |
| Willpower | 33 (base 17) |
| Cunning | 45 (base 27) |
Resources
| Mana | 203/203 |
| Psi | 103/103 |
| Vim | 172/172 |
| Life | 577/587 |
| Hate | 48/100 |
| Stamina | 226/226 |
| Paradox | 300 |
| Healing Factor | 0.74164002881927 |
| Regeneration | 0.18541000720482 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -996 |
| Infravision | 6 |
| See Stealth | 13 |
| See Invisible | 19 |
| Stealth | 45.213368340884 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 21 |
| Crit Chance | 20% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47.666666666667 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30.55 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 23.75 |
| Ranged Defense | 28.25 |
| Fatigue | 0 |
| Physical Save | 28.1625 |
| Spell Save | 26.5375 |
| Mental Save | 35.3875 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Confusion Resistance | 50% |
| Fear Resistance | 50% |
| Knockback Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 266 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 36 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 489% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Stealth | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Corruption / Blight | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Hurricane |
| talent | Stealth |
| talent | Energy Decomposition |
| talent | Chant of Fortress |
| talent | Kinetic Shield |
| talent | Tempest |
| talent | Deflection |
| talent | Thermal Shield |
| talent | Dark Ritual |
| talent | Beyond the Flesh |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 7.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +14 Defense, +7 Ranged Defense Power 2+: -1 Luck, +13 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+51% chance to avoid traps). Power 4+: Unfortunate End: There is a 37% chance that the damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Passing |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 13 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Aerethra the spitting spider. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 Possessed. | 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's current energy level is: 4. | 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 AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | 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 within3 lumberjacks have died. | done |
Equipment
| Psionic focus | cruel yew magestaff of illumination (Shrouds) (20-24 power, 4 apr, lightning element) cruel yew magestaff of illumination (Shrouds) (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +7 (+3 eff.) Effects on melee hit: * 7% chance to blind Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +2 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 6 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 62.73 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Light source | 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. |
| On head | insulating rough leather cap of constitution (+2) (Misfortune) (0 def, 1 armour) insulating rough leather cap of constitution (+2) (Misfortune) (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: +2 Con Changes resistances: +6% fire / +6% cold Curse of Misfortune A cap made of leather. |
| On feet | wanderer's pair of hardened leather boots of uncanny dodging (Misfortune) (6 def, 3 armour) wanderer's pair of hardened leather boots of uncanny dodging (Misfortune) (6 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +3% Changes stats: +2 Cun / +3 Con Physical save: +19 (+9 eff.) Mental save: +16 (+6 eff.) Curse of Misfortune A pair of boots made of leather. |
| Tool | Voravena the elm wand of clairvoyance [power 9] (6 cooldown) Voravena the elm wand of clairvoyance [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +6% blight / +3% cold / +6% lightning / +9% fire It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Aeryndur the Shockzephyr (Misfortune) Aeryndur the Shockzephyr (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Wil / +3 Cun / +1 Con Changes resistances penetration: +5% lightning Maximum encumbrance: +24 Curse of Misfortune Rings can have magical properties. |
| On fingers | Gyldamira the Blindstake (Misfortune) Gyldamira the Blindstake (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +15% acid / +3% light / +6% blight / +11% fire / +18% cold / +16% lightning Changes resistances penetration: +10% blight Changes damage: +12% blight Mental save: +8 (+4 eff.) Blindness immunity: +25% Infravision radius: +5 See stealth: +13 See invisible: +9 Curse of Misfortune Rings can have magical properties. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | yew magestaff of might (Nightmares) (20-24 power, 4 apr, lightning element) yew magestaff of might (Nightmares) (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +12% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (Nightmares) (0 def, 0 armour) Crystle's Astral Bindings (Nightmares) (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Curse of Nightmares Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Around waist | insulating hardened leather belt of resilience (Nightmares) insulating hardened leather belt of resilience (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% fire / +6% cold Maximum life: +36.00 Curse of Nightmares A belt that goes around your waist. |
| Cloak | Duskcast (Misfortune) (1 def, 0 armour) Duskcast (Misfortune) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% darkness Changes resistances penetration: +15% darkness Changes damage: +3% darkness Maximum life: +32.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Armerontir (Misfortune) (0 def, 0 armour) Armerontir (Misfortune) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +6 Str / +5 Mag / +5 Wil Changes resistances: +21% lightning / +16% fire / +3% temporal / +6% cold Changes resistances penetration: +15% blight Changes damage: +18% lightning / +11% fire / +7% cold / +7% physical Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the duelist (heal 235 over 5 turns) regeneration infusion of the duelist (heal 235 over 5 turns)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 235 life over 5 turns. Its effects scale with your Dexterity 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. |
regeneration infusion of the wizard (heal 522 over 5 turns) regeneration infusion of the wizard (heal 522 over 5 turns)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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 522 life over 5 turns. Its effects scale with your Magic 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. |
Elixir of Focus Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
Rhadin RhadinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes resistances: +17% mind / +6% acid Confusion immunity: +20% Amulets can have magical properties. |
gold amulet 'Relgildil' gold amulet 'Relgildil'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Changes stats: +6 Str / +6 Dex / +6 Wil Changes resistances: +9% nature / +14% light / +16% darkness Changes resistances cap: +4% all Physical save: +13 (+6 eff.) Blindness immunity: +30% Disease immunity: +5% Silence immunity: +10% Amulets can have magical properties. |
marksman's copper ring (Misfortune) marksman's copper ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Curse of Misfortune Rings can have magical properties. |
Tirakai's Maul (Misfortune) (32-41.6 power, 6 apr) Tirakai's Maul (Misfortune) (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 72% Wil, 10% Mag Damage type: Arcane Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +24 arcane silence When wielded/worn: Physical crit. chance: +2.0% Changes stats: +4 Dex / +4 Mag / +4 Cun Changes damage: +8% arcane / +4% all Spell crit. chance: +2% Mental crit. chance: +2% Amethyst: Arcane Curse of Misfortune It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Dazzlestinger (Nightmares) (15-18 power, 3 apr, blight element) Dazzlestinger (Nightmares) (15-18 power, 3 apr, blight element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +12.0% Physical power: +7 (+4 eff.) Changes stats: +4 Con Changes resistances: +3% acid / +3% fire / +5% arcane Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +20.00% Life regen: +0.70 Spellpower: +16 (+5 eff.) Spell crit. chance: +4% Healing mod.: +11% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Samysatir (Misfortune) (2 def, 0 armour) Samysatir (Misfortune) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +4 Wil Changes resistances: +12% acid Changes damage: +18% arcane Mental save: +9 (+4 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Tuluderig' (Misfortune) (0 def, 6 armour) pair of rough leather boots 'Tuluderig' (Misfortune) (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Changes stats: +2 Cun Mental save: +6 (+3 eff.) Psi when hit: +0.04 Infravision radius: +2 Curse of Misfortune A pair of boots made of leather. |
heroic hardened leather gloves (Shrouds) (0 def, 6 armour) heroic hardened leather gloves (Shrouds) (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Mental save: +9 (+4 eff.) Maximum life: +52.00 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xelenn the rough leather cap (Corpses) (0 def, 1 armour) Xelenn the rough leather cap (Corpses) (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: +6 Str / +6 Dex / +1 Cun Reduces incoming crit damage: 5.00% See invisible: +9 Curse of Corpses A cap made of leather. |
202 alchemist agate 202 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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. |
6 opal 6 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
Wretchriver the dwarven-steel pickaxe (dig speed 31 turns) Wretchriver the dwarven-steel pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -8% Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Str Changes resistances: +6% light Changes resistances penetration: +15% nature / +5% light Changes damage: +3% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] 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. |
Scrying Orb 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 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 after 40 turns, 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 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. |
Yvuleta the ash totem of healing [power 110] (20 cooldown) Yvuleta the ash totem of healing [power 110] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes damage: +9% arcane Damage Shield penetration: +20% It can be used to heal a target within range 7 (Willpower) for 110, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 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. |
ametrine 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By tater the Cornac Adventurer level 6
4th Mirth 122nd year of Ascendancy at 13:57 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By tater the Cornac Adventurer level 23
20th Haze 122nd year of Ascendancy at 05:04 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By tater the Cornac Adventurer level 10
8th Dusk 122nd year of Ascendancy at 09:33 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By tater the Cornac Adventurer level 20
57th Dusk 122nd year of Ascendancy at 09:57 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By tater the Cornac Adventurer level 14
26th Dusk 122nd year of Ascendancy at 02:12 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By tater the Cornac Adventurer level 6
3rd Summertide 122nd year of Ascendancy at 14:48 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By tater the Cornac Adventurer level 11
17th Dusk 122nd year of Ascendancy at 10:27 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By tater the Cornac Adventurer level 19
54th Dusk 122nd year of Ascendancy at 07:36 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
Ran for 5 turns (stop reason: at exit).
Tater wears (replacing pair of rough leather boots 'Tuluderig' (Misfortune) (0 def, 6 armour)): wanderer's pair of hardened leather boots of uncanny dodging (Misfortune) (6 def, 3 armour).
Tater deactivates Beyond the Flesh.
Tater activates Beyond the Flesh.
You gain 3.49 gold from the transmogrification of hateful quiver of elven-wood arrows of purging (14/16, 44-61.6 power, 14 apr).
You gain 1.95 gold from the transmogrification of prismatic reinforced leather armour of cold resistance (Madness) (4 def, 7 armour).
You gain 3.28 gold from the transmogrification of impenetrable voratun mail armour (Shrouds) (5 def, 27 armour).
You gain 7.42 gold from the transmogrification of magewarrior's short yew magestaff (Shrouds) (20-24 power, 4 apr, arcane element).
You gain 11.00 gold from the transmogrification of warden's elven-wood longbow of true flight (Nightmares).
You gain 5.74 gold from the transmogrification of arcing stralite greatsword of rage (Shrouds) (48-76.8 power, 3 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 25th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
There is a A gate into the Maze here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Tater deactivates Tempest.
Tater deactivates Chant of Fortress.
Tater deactivates Dark Ritual.
Tater deactivates Energy Decomposition.
Tater deactivates Thermal Shield.
Tater deactivates Beyond the Flesh.
Tater deactivates Hurricane.
Tater deactivates Deflection.
Tater deactivates Stealth.
Tater deactivates Kinetic Shield.
