Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Beholder 1.0.4 Stone Wardens DLC Class 1.0.3 Items Vault 1.0.3 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Beholder |
| Class | Mage Eye |
| Level / Exp | 21 / 20% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 39 (base 31) |
| Magic | 64 (base 47) |
| Willpower | 36 (base 18) |
| Cunning | 12 (base 10) |
Resources
| Life | 567/567 |
| Mana | 330/330 |
| Stamina | 245/245 |
| Healing Factor | 1.1 |
| Regeneration | 0.275 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 6 |
| Crit Chance | 5% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +50% |
| Light | +10% |
| Blight | +11% |
| All | 0% |
| Nature | +22% |
Defense: Base
| Armour (hardiness) | 22 (70%) |
| Defense | 1.7 |
| Ranged Defense | 1.7 |
| Fatigue | 0 |
| Physical Save | 23.575 |
| Spell Save | 34.5 |
| Mental Save | 24.9 |
Defense: Resistances
| Mind | + 16%( 70%) |
| Lightning | + 62%( 70%) |
| Light | + 34%( 70%) |
| Nature | + 57%( 70%) |
| Blight | + 16%( 70%) |
| Fire | + 15%( 70%) |
| Cold | + 39%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Confusion Resistance | 41% |
| Pinning Resistance | 15% |
| Knockback Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 80% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 199 damage for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Tri-beam | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Fire-eye | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Spell / Frost-eye | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Death-eye | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Lightning-eye | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Central-eye | 0.70 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Tentacle-combat | 0.80 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Beholder | 1.10 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.20 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Use Tentacles |
| talent | Extraplanar Origin |
| talent | Arcane Shield |
| talent | Shielding |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Your colony has sent you on a mission to investigate a recently detected burst of magical energy in this area of space. Crash LandingYou unfortunately have crash landed on this planet and need to regain your powers by draining magical items. Current growth points: 12.00. You have acquired all the magical power you need. Current form bonuses: +4 life rating(retroactive), +40% armor hardiness, +12 armor, +80% blindness resistance, underwater breathing, +35% movement speed. +Levitation and avoid pressure traps. +2 class points. Deathray and Tribeam trees available. | active |
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 Shardskin. * 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 huge fire dragon that dwelled there. | 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: 41. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. Agrimley 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 mummified bone. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' 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 length of troll intestine. * You've found the needed pouch of luminous horror dust. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Tool | steel torque of psychoportation [power 27] (30 cooldown) steel torque of psychoportation [power 27] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 27), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Command Ring of CommandPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Mag / +1 Wil It can be used to Socket Gem, costing 25 power out of 25/25. Using the remains of your escape pod, you fashioned this simple band. A gem could be placed within to enhance it's properties. |
| On fingers | warrior's copper ring of nature (+20%) warrior's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
| On fingers | wizard's copper ring of clarity wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Mental save: +5 Confusion immunity: +21% Rings can have magical properties. |
| On fingers | copper ring of lightning (+22%) copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning 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: +4 Wil / +6 Con 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. |
| On fingers | psionicist's gold ring of lightning (+28%) psionicist's gold ring of lightning (+28%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +28% lightning Changes damage: +14% lightning Mental save: +8 Rings can have magical properties. |
| On fingers | titan's steel ring of nature (+24%) titan's steel ring of nature (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +24% nature Changes damage: +12% nature Physical save: +4 Rings can have magical properties. |
| On fingers | wizard's gold ring of blight (+11%) wizard's gold ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes resistances: +11% blight Changes damage: +11% blight Spell save: +8 Rings can have magical properties. |
| Around neck | clarifying copper amulet of willpower (+2) clarifying copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
| In main hand | earthen elven-wood magestaff (25-30 power, 5 apr, lightning damage) earthen elven-wood magestaff (25-30 power, 5 apr, lightning damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Lightning Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +5 Changes damage: +25% lightning Talent granted: +1 Command Staff Physical save: +6 Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | spellwoven linen wizard hat (1 def, 0 armour) spellwoven linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Spellpower: +2 Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
Inventory
regeneration infusion of the wizard (heal 286 over 5 turns) regeneration infusion of the wizard (heal 286 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: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 286 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. |
teleportation rune of the wizard (range 106) teleportation rune of the wizard (range 106)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 106 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 84) teleportation rune of the wizard (range 84)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 84 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. 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. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. arcing steel mace (17-23.8 power, 3 apr)arcing steel mace (17-23.8 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +6 lightning Blunt and deadly. |
cruel ash magestaff of fate (15-18 power, 3 apr, fire damage) cruel ash magestaff of fate (15-18 power, 3 apr, fire damage)Requires: - Magic 16 Powered by arcane forces Crafted by a master 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: Fire Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +3 Spell save: +2 Mental save: +2 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. earthen ash magestaff of fate (15-18 power, 3 apr, cold damage)earthen ash magestaff of fate (15-18 power, 3 apr, cold 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: Cold Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +3 Changes damage: +15% cold Talent granted: +1 Command Staff Physical save: +8 Spell save: +3 Mental save: +2 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 85.78 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
This item will automatically be transmogrified when you leave the level. mindwoven woollen robe (0 def, 0 armour)mindwoven woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Mindpower: +2 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
rough leather cap of the depths (0 def, 1 armour) rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Zubakira the steel plate armour (4 def, 9 armour)Zubakira the steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +3 Con Damage when the wearer is hit: 35 physical Maximum encumbrance: +10 Maximum life: +30.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. reinforced steel shield of deflection (11 def, 8 armour, 76 block)reinforced steel shield of deflection (11 def, 8 armour, 76 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +8 Defense: +11 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Handheld deflection devices |
68 alchemist agate 68 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. |
4 opal 4 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. |
miner's iron pickaxe (dig speed 39 turns) miner's iron pickaxe (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Infravision radius: +1 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
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. |
Furnacewarden of cure poisons [power 2] (20 cooldown) Furnacewarden of cure poisons [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Mag Damage when the wearer hits(melee): 4 fire Changes resistances penetration: +10% arcane Maximum mana: +20.00 Resist all after a teleport: +4% It can be used to removes up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By YEEK ZAPPER Mk. II the Beholder Mage Eye level 18
70th Dusk 122nd year of Ascendancy at 15:58 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By YEEK ZAPPER Mk. II the Beholder Mage Eye level 12
15th Dusk 122nd year of Ascendancy at 16:19 see stats
Exterminator
Killed 1000 creatures.By YEEK ZAPPER Mk. II the Beholder Mage Eye level 19
20th Haze 122nd year of Ascendancy at 17:26 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By YEEK ZAPPER Mk. II the Beholder Mage Eye level 18
70th Dusk 122nd year of Ascendancy at 15:32 see stats
Level 10
Got a character to level 10.By YEEK ZAPPER Mk. II the Beholder Mage Eye level 10
7th Mirth 122nd year of Ascendancy at 17:58 see stats
Level 20
Got a character to level 20.By YEEK ZAPPER Mk. II the Beholder Mage Eye level 20
22nd Haze 122nd year of Ascendancy at 08:12 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By YEEK ZAPPER Mk. II the Beholder Mage Eye level 13
33rd Dusk 122nd year of Ascendancy at 02:16 see stats
The Arena
Unlocked Arena mode.By YEEK ZAPPER Mk. II the Beholder Mage Eye level 10
10th Mirth 122nd year of Ascendancy at 17:18 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By YEEK ZAPPER Mk. II the Beholder Mage Eye level 18
70th Dusk 122nd year of Ascendancy at 15:58 see stats
The secret city
Discovered the truth about mages.By YEEK ZAPPER Mk. II the Beholder Mage Eye level 11
1st Flare 122nd year of Ascendancy at 15:05 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By YEEK ZAPPER Mk. II the Beholder Mage Eye level 16
67th Dusk 122nd year of Ascendancy at 09:30 see stats
Treasure Hunter
Amassed 1000 gold pieces.By YEEK ZAPPER Mk. II the Beholder Mage Eye level 19
21st Haze 122nd year of Ascendancy at 07:24 see stats
Log
Talent Restore is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
YEEK ZAPPER Mk. II deactivates Cloak of Deception.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
YEEK ZAPPER Mk. II casts Restore.
A shield forms around YEEK ZAPPER Mk. II.
YEEK ZAPPER Mk. II starts regenerating health quickly.
Talent Cloak of Deception is ready to use.
The shield around YEEK ZAPPER Mk. II crumbles.
Resting starts...
YEEK ZAPPER Mk. II stops regenerating health quickly.
Talent Restore is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
YEEK ZAPPER Mk. II activates Cloak of Deception.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
YEEK ZAPPER Mk. II deactivates Cloak of Deception.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Connection to online server lost, trying to reconnect.
Connection to online server established.
