Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 19 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by elven tempest at level 9 on the 5th Dusk 122nd year of Ascendancy at 01:07 0 / 6Killed by elven mage at level 9 on the 5th Dusk 122nd year of Ascendancy at 16:11 Killed by The Shade at level 11 on the 11st Dusk 122nd year of Ascendancy at 16:43 Killed by The Shade at level 11 on the 11st Dusk 122nd year of Ascendancy at 17:03 Killed by Urkis, the High Tempest at level 19 on the 33rd Haze 122nd year of Ascendancy at 20:17 Killed by Urkis, the High Tempest at level 19 on the 33rd Haze 122nd year of Ascendancy at 20:45 |
| Antimagic | Follower |
Primary Stats
| Strength | 52 (base 40) |
| Dexterity | 13 (base 10) |
| Constitution | 43 (base 29) |
| Magic | 12 (base 10) |
| Willpower | 58 (base 30) |
| Cunning | 12 (base 10) |
Resources
| Life | -50/536 |
| Hate | 100/100 |
| Equilibrium | 16 |
| Healing Factor | 1.3 |
| Regeneration | 0.32500000000001 |
Speed
| Mental | +31.678383797157% |
| Attack | 0% |
| Movement | +257.58787847869% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 40 |
| Crit Chance | 15% |
| APR | 11 |
| Speed | 0.76 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37.7 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| All | +10% |
| Physical | +41% |
| Mind | +20% |
| Nature | +20% |
Offense: Damage Penetration
| Light | +15% |
| Lightning | +6% |
Defense: Base
| Armour (hardiness) | 20 (70%) |
| Defense | 16.05 |
| Ranged Defense | 20.025 |
| Fatigue | 3 |
| Physical Save | 36.498514378137 |
| Spell Save | 27.25 |
| Mental Save | 27.123514378137 |
Defense: Resistances
| Mind | + 34%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 9%( 70%) |
| All | + 6%( 70%) |
| Blight | + 25%( 70%) |
| Fire | + 9%( 70%) |
| Cold | + 48%( 70%) |
| Nature | + 62%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Confusion Resistance | 15% |
| Fear Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 237 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 204 life. Its effects scale with your Constitution stat. |
| 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 16% for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Predator | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | The target is in the center of a lightning hurricane, doing 28.20 to 84.59 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | The target is hunting creatures of type / sub-type: humanoid / human with 0% effectiveness. Kills: 0 / 0 kills, Damage: +0% / +0%, Attack: +0 / +0, Stun: -- / 0.0%, Outmaneuver: 0.0% / 0.0% Predator |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | You gain 10% resistance against darkness. Resolve |
| beneficial effect | The target is rampaging! (+198% movement speed, +32% attack speed, +19% physical damage, +10 physical save, +10 mental save, 27/27 damage shrugged off this turn) Rampaging |
| beneficial effect | The target is mimicking a previous victim. (+1 Strength, +0 Dexterity, +0 Magic, +0 Willpower, +0 Cunning, +0 Constitution) Mimic |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 10%. Strength and Willpower are increased by 7. Poisons and diseases have a 14% chance of being neutralized each turn. Cursed Form |
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 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 lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
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. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 |
Equipment
| On feet | pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour) pair of dwarven-steel boots of uncanny dodging (4 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 Ranged Defense: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | iron gauntlets of strength (+2) (0 def, 1 armour) iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +2 Str Metal gloves protecting the hands up to the middle of the lower arm. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | copper amulet of mastery (0.10 Cursed / Predator) copper amulet of mastery (0.10 Cursed / Predator)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Cursed / Predator Amulets can have magical properties. |
| In main hand | thunderous dwarven-steel battleaxe of ruin (35-52.5 power, 2 apr) thunderous dwarven-steel battleaxe of ruin (35-52.5 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 35.0 - 52.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage conversion: 34% lightning daze When wielded/worn: Armour penetration: +9 Physical crit. chance: +8.0% Changes stats: +2 Str / +3 Dex / +2 Mag / +4 Wil / +2 Cun / +3 Con Changes resistances penetration: +6% lightning Critical mult.: +12.00% Massive two-handed battleaxes. |
| Main armor | Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +4 Wil / +5 Con Damage when the wearer is hit: 20 slime / 20 poison Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| 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. |
| Cloak | Blazewill (1 def, 0 armour) Blazewill (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Damage when the wearer hits(melee): 2 light Changes resistances: +3% fire / +3% light Changes resistances penetration: +15% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| 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. |
Inventory
Tempestwar TempestwarPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Str / +2 Wil / +1 Con Damage when the wearer is hit: 12 lightning Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. blazebringer's steel greatmaul (25-37.5 power, 2 apr)blazebringer's steel greatmaul (25-37.5 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.0 - 37.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage conversion: 30% fire When wielded/worn: Changes resistances penetration: +8% fire Global speed: +2% Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword (25-35 power, 4 apr)dwarven-steel longsword (25-35 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. ash magestaff (15-18 power, 3 apr, cold damage)ash magestaff (15-18 power, 3 apr, cold damage) Requires: - Magic 16 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: Cold Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ash starstaff of fate (15-18 power, 3 apr, light damage)ash starstaff of fate (15-18 power, 3 apr, light damage) Requires: - Magic 16 Powered by arcane forces 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: Light Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% light Talent granted: +1 Command Staff Physical save: +2 Spell save: +4 Mental save: +4 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Brightrip the voratun waraxe (40-56 power, 6 apr) Brightrip the voratun waraxe (40-56 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +23 insidious poison / +12 fire When wielded/worn: Armour penetration: +10 Physical crit. chance: +21.0% Damage when the wearer is hit: 4 fire Changes damage: +6% fire Allows you to breathe in: water Critical mult.: +14.00% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. flaming steel waraxe of crippling (13.5-18.9 power, 3 apr)flaming steel waraxe of crippling (13.5-18.9 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Burst (radius 1) on hit: +6 fire When wielded/worn: Physical crit. chance: +6.0% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe (13-18.2 power, 3 apr)steel waraxe (13-18.2 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. hardened leather belthardened leather belt 1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
This item will automatically be transmogrified when you leave the level. Adariath (4 def, 9 armour)Adariath (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Damage when the wearer is hit: 8 arcane Changes damage: +9% arcane Spell save: +3 Mana when firing critical spell: +2.00 Spellpower: +2 Damage Shield penetration: +10% A suit of armour made of metal plates. |
Thalore-Wood Cuirass (4 def, 10 armour) Thalore-Wood Cuirass (4 def, 10 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil Changes resistances: +18% nature / +18% cold / +18% darkness Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
This item will automatically be transmogrified when you leave the level. steel plate armour (4 def, 9 armour)steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. deadly quiver of ash arrows of purging (10/10, 23-32.2 power, 7 apr)deadly quiver of ash arrows of purging (10/10, 23-32.2 power, 7 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 23.0 - 32.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 10 Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits(ranged): +7 nature Arrows are used with bows to pierce your foes to death. |
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. |
woodsman's iron pickaxe (dig speed 35 turns) woodsman's iron pickaxe (dig speed 35 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes resistances: +10% nature It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
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. |
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, 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. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually lead to his doom. The book has a simple appearance: bound in leather with no markings on the cover. All of the pages are blank. |
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. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Bastardo the Cornac Cursed level 18
11st Haze 122nd year of Ascendancy at 08:51 see stats
Bringer of Doom
Killed a Bringer of Doom.By Bastardo the Cornac Cursed level 18
65th Dusk 122nd year of Ascendancy at 05:03 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bastardo the Cornac Cursed level 18
78th Dusk 122nd year of Ascendancy at 16:38 see stats
Level 10
Got a character to level 10.By Bastardo the Cornac Cursed level 10
5th Dusk 122nd year of Ascendancy at 16:42 see stats
The Arena
Unlocked Arena mode.By Bastardo the Cornac Cursed level 8
10th Mirth 122nd year of Ascendancy at 15:01 see stats
The secret city
Discovered the truth about mages.By Bastardo the Cornac Cursed level 13
31st Dusk 122nd year of Ascendancy at 04:44 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bastardo the Cornac Cursed level 18
11st Haze 122nd year of Ascendancy at 07:15 see stats
Log
Bastardo is invigorated by the attack!
Urkis, the High Tempest is not dazed anymore.
Urkis, the High Tempest is caught inside a Hurricane.
Urkis, the High Tempest casts Freeze.
Your hatred grows even as your life fades! (+6 hate)
Bastardo is invigorated by the attack!
Bastardo resists!
Your hatred grows even as your life fades! (+4 hate)
Bastardo is invigorated by the attack!
Bastardo has shrugged off 27 damage and is ready for more.
Urkis, the High Tempest hits Bastardo for 10 lightning, 85 cold, 64 lightning damage (total 158.18).
Urkis, the High Tempest hits Urkis, the High Tempest for 6 lightning damage.
Urkis, the High Tempest is dazed!
Bastardo uses Aura of Silence.
Urkis, the High Tempest is silenced!
Bastardo is invigorated by the attack!
Bastardo's mind surges with critical power!
Bastardo is invigorated by the attack!
Urkis, the High Tempest is not dazed anymore.
Bastardo is invigorated by the attack!
Urkis, the High Tempest is poisoned!
Urkis, the High Tempest slows down.
Bastardo hits Urkis, the High Tempest for 4 nature, 23 nature damage (total 25.73).
Urkis, the High Tempest hits Bastardo for 4 lightning, 8 lightning, 24 darkness damage (total 34.88).
Urkis, the High Tempest hits Urkis, the High Tempest for 5 lightning damage.
Your hatred grows even as your life fades! (+4 hate)
Saving done.
Saving done.
Saving game...
