Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Corruptor |
| Level / Exp | 25 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Lisanor the rattlesnake at level 15 on the 38th Dusk 122nd year of Ascendancy at 07:31 0 / 7Killed by Urkis, the High Tempest at level 18 on the 35th Haze 122nd year of Ascendancy at 03:00 Killed by shadow at level 18 on the 35th Haze 122nd year of Ascendancy at 08:13 Killed by Urkis, the High Tempest at level 19 on the 35th Haze 122nd year of Ascendancy at 13:42 Killed by venom wyrm at level 24 on the 54th Haze 122nd year of Ascendancy at 08:35 Killed by elven cultist at level 25 on the 59th Haze 122nd year of Ascendancy at 22:20 Killed by Gynn the giant blue ant at level 25 on the 73rd Haze 122nd year of Ascendancy at 00:47 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 45 (base 28) |
| Magic | 54 (base 40) |
| Willpower | 35 (base 20) |
| Cunning | 50 (base 39) |
Resources
| Life | -372/689 |
| Positive | 9/122 |
| Vim | 106/116 |
| Healing Factor | 1.4 |
| Regeneration | 81.858 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | -37.5% |
| Spell | -30% |
| Global | +86.070797642506% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 9 |
| Crit Chance | 17% |
| APR | 9 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 29% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 32.25 |
| Crit Chance | 14% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Acid | +20% |
| Darkness | +20% |
| Blight | +30% |
| Cold | +5% |
| Fire | +20% |
| Lightning | +8% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 19.05 |
| Ranged Defense | 19.05 |
| Fatigue | 0 |
| Physical Save | 20.5875 |
| Spell Save | 30.0125 |
| Mental Save | 28.3125 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 50%( 70%) |
| Physical | -29%( 70%) |
| Cold | + 50%( 70%) |
| All | 0%( 70%) |
| Lightning | + 5%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 11% for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 8 turns. Also while Heroism is active, you will only die when reaching -334 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 288 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 65 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 198 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Corruption / Blight | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Blood | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Corruption / Curses | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Corruption / Hexes | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Effects
| talent | Blood Fury |
| talent | Dark Ritual |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target's physical resistance has been reduced by -34%. Weakened Defenses |
| beneficial effect | Increases your three highest stats by 5. Heroism |
| beneficial effect | A flow of life spins around the target, regenerating 57.52 life per turn. Regeneration |
| detrimental effect | Badly off balance. Global speed is reduced by 15%. Off-balance |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Mavyn. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Ivagalaith the sandworm destroyer. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Cunning 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 have explored the Daikara and vanquished the Dragon. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 76. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed orc heart. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one storm wyrm claw. I recommend severing one of 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.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 15 power out of 18/18) : Effective talent level: 4.0 Power cost: 15 out of 18/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | bright alchemist's lamp of the forge bright alchemist's lamp of the forgeCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 13 dreamforge Damage when the wearer is hit: 12 dreamforge Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat of blight (+10%) (1 def, 0 armour) linen wizard hat of blight (+10%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +10% blight Changes damage: +10% blight A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
| On fingers | wizard's steel ring of pilfering wizard's steel ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Defense: +4 Changes stats: +4 Mag Spell save: +8 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| 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 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 | greater yew vilestaff of protection (20-24 power, 4 apr, darkness damage) greater yew vilestaff of protection (20-24 power, 4 apr, darkness damage)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: 100% Mag Damage type: Darkness Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% fire / +10% blight / +10% darkness / +10% acid Changes damage: +20% acid / +20% blight / +20% darkness / +20% fire Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic rough leather gloves of strength (+3) (0 def, 5 armour) heroic rough leather gloves of strength (+3) (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +5 Changes stats: +3 Str Mental save: +6 Maximum life: +40.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stormlord's woollen robe of life (0 def, 0 armour) stormlord's woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +5% cold / +5% lightning / +10% blight Changes damage: +8% lightning / +5% cold Life regen: +0.70 Maximum life: +44.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak of sorcery (2 def, 0 armour) cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Wil / +3 Mag Spell crit. chance: +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 | wanderer's gold amulet wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Cun / +6 Con Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion (26 nature damage, 31% healing reduction)insidious poison infusion (26 nature damage, 31% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 27.30 nature damage per turns for 7 turns, and reducing the target's healing received by 31%. 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. |
serendipitous steel amulet serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +8 Changes stats: +7 Lck Amulets can have magical properties. |
Umbral Razor (20-26 power, 10 apr) Umbral Razor (20-26 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 35% Str, 15% Mag, 45% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% darkness Changes damage: +5% darkness Stealth bonus: +8 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10.00 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 116.32 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Attack speed: 80% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage when the wearer hits(ranged): 25 arcane Light radius: +2 This bow is said to be the tool of an infamous dwarven spy, rumours said it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
This item will automatically be transmogrified when you leave the level. stralite waraxe of shearing (32-44.8 power, 5 apr)stralite waraxe of shearing (32-44.8 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Armour penetration: +7 Changes resistances penetration: +9% physical Changes damage: +9% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level. grounding cashmere wizard hat of seeing (2 def, 0 armour)grounding cashmere wizard hat of seeing (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +7% lightning / +7% temporal Infravision radius: +2 See stealth: +8 See invisible: +10 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stabilizing cashmere wizard hat of decomposition (2 def, 0 armour)stabilizing cashmere wizard hat of decomposition (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +5% fire / +5% cold / +3% lightning / +4% acid Physical save: +6 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of thunder (4 def, 7 armour)reinforced leather armour of thunder (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 Armour: +7 Defense: +4 Fatigue: +8% Changes stats: +5 Str / +5 Mag Spell crit. chance: +3% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Durerin (5 def, 20 armour)Durerin (5 def, 20 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +5 Fatigue: +24% Changes resistances: +12% nature Mental save: +18 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. enlightening mummy wrappings of delving (5 def, 2 armour)enlightening mummy wrappings of delving (5 def, 2 armour) Requires: - Dexterity 15 Crafted by a master Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Changes stats: +6 Str / +3 Cun / +3 Wil Changes resistances: -25% fire Mental save: +11 Light radius: +2 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 15 for 5 turns. The radius will increase with your Cunning. Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. enlightening mummy wrappings of delving (5 def, 2 armour)enlightening mummy wrappings of delving (5 def, 2 armour) Requires: - Dexterity 15 Crafted by a master Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Changes stats: +6 Str / +1 Cun / +2 Wil Changes resistances: -25% fire Mental save: +12 Light 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 15 for 5 turns. The radius will increase with your Cunning. Decaying mummy wrappings. |
This item will automatically be transmogrified when you leave the level. rejuvenating mummy wrappings (5 def, 2 armour)rejuvenating mummy wrappings (5 def, 2 armour) Requires: - Dexterity 15 Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 Fatigue: +2% Changes resistances: -25% fire Life regen: +1.00 Stamina each turn: +1.00 Decaying mummy wrappings. |
46 alchemist agate 46 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. |
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. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
3 topaz 3 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. |
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. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
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 (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. |
This item will automatically be transmogrified when you leave the level. natural elven-wood totem of cure illness [power 3] (20 cooldown)natural elven-wood totem of cure illness [power 3] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to removes up to 3 diseases from the target, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 10 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Mavyn the Cornac Corruptor level 12
20th Dusk 122nd year of Ascendancy at 23:09 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Mavyn the Cornac Corruptor level 23
48th Haze 122nd year of Ascendancy at 00:41 see stats
Exterminator
Killed 1000 creatures.By Mavyn the Cornac Corruptor level 22
47th Haze 122nd year of Ascendancy at 07:15 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mavyn the Cornac Corruptor level 19
35th Haze 122nd year of Ascendancy at 17:45 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mavyn the Cornac Corruptor level 15
38th Dusk 122nd year of Ascendancy at 13:10 see stats
Level 10
Got a character to level 10.By Mavyn the Cornac Corruptor level 10
8th Mirth 122nd year of Ascendancy at 20:33 see stats
Level 20
Got a character to level 20.By Mavyn the Cornac Corruptor level 20
45th Haze 122nd year of Ascendancy at 14:07 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Mavyn the Cornac Corruptor level 12
32nd Dusk 122nd year of Ascendancy at 20:33 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Mavyn the Cornac Corruptor level 25
61st Haze 122nd year of Ascendancy at 01:38 see stats
That was close
Killed your target while having only 1 life left.By Mavyn the Cornac Corruptor level 18
35th Haze 122nd year of Ascendancy at 08:09 see stats
The Arena
Unlocked Arena mode.By Mavyn the Cornac Corruptor level 7
77th Pyre 122nd year of Ascendancy at 03:14 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mavyn the Cornac Corruptor level 23
53rd Haze 122nd year of Ascendancy at 23:17 see stats
The secret city
Discovered the truth about mages.By Mavyn the Cornac Corruptor level 15
41st Dusk 122nd year of Ascendancy at 10:19 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Mavyn the Cornac Corruptor level 12
35th Dusk 122nd year of Ascendancy at 07:15 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mavyn the Cornac Corruptor level 20
45th Haze 122nd year of Ascendancy at 19:52 see stats
Log
Mavyn hits Gynn the giant blue ant for 1 fire, 2 mind, 1 fire, 1 mind, 1 fire damage (total 4.54).
Gynn the giant blue ant hits Mavyn for 119 physical, 6 mind, 8 fire, 15 lightning, 46 physical damage (total 191.17).
Mavyn is confused and fails to use Infusion: Regeneration.
Gynn the giant blue ant uses Greater Weapon Focus.
Gynn the giant blue ant performs a critical strike!
Mavyn resists the mind attack!
Gynn the giant blue ant focuses and gains an extra blow!
Gynn the giant blue ant performs a critical strike!
Mavyn resists the mind attack!
Mavyn hits Gynn the giant blue ant for 1 fire, 2 mind, 1 fire, 2 mind, 1 fire, 2 mind, 1 fire damage (total 8.57).
Gynn the giant blue ant hits Mavyn for 94 physical, 6 mind, 8 fire, 105 physical, 6 mind, 8 fire, 9 lightning, 26 physical damage (total 257.88).
Mavyn shrugs off the effect 'Dazed'!
Mavyn uses Infusion: Regeneration.
Mavyn starts regenerating health quickly.
Gynn the giant blue ant uses Flurry.
Gynn the giant blue ant performs a critical strike!
Mavyn resists the mind attack!
Gynn the giant blue ant resists the dream forge!
Gynn the giant blue ant performs a critical strike!
Gynn the giant blue ant focuses and gains an extra blow!
Gynn the giant blue ant performs a critical strike!
Mavyn resists the mind attack!
Gynn the giant blue ant performs a critical strike!
Gynn the giant blue ant resists the dream forge!
Gynn the giant blue ant performs a critical strike!
Saving done.
Saving done.
Saving game...
