Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.4 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 22 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 7 on the 2nd Mirth 122nd year of Ascendancy at 11:09 0 / 6Killed by cryomancer at level 9 on the 6th Mirth 122nd year of Ascendancy at 23:14 Killed by orc corruptor at level 11 on the 8th Dusk 122nd year of Ascendancy at 09:22 Killed by Urkis, the High Tempest at level 15 on the 37th Dusk 122nd year of Ascendancy at 11:11 Killed by snow giant boulder thrower at level 18 on the 63rd Dusk 122nd year of Ascendancy at 02:36 Killed by skeleton warrior at level 22 on the 13rd Pyre 123rd year of Ascendancy at 11:10 |
| Antimagic | Follower |
Primary Stats
| Strength | 20 (base 13) |
| Dexterity | 22 (base 11) |
| Constitution | 34 (base 33) |
| Magic | 11 (base 10) |
| Willpower | 45 (base 35) |
| Cunning | 45 (base 36) |
Resources
| Life | -110/511 |
| Equilibrium | 91 |
| Healing Factor | 1.03 |
| Regeneration | 0.9785 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 7 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 32 |
| Crit Chance | 14% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 32 |
| Crit Chance | 14% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 3.6666666666667 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39.25 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +4% |
| Acid | +9% |
| Physical | +5% |
| Fire | +8% |
| Cold | +5% |
Offense: Damage Penetration
| Lightning | +6% |
| Mind | +10% |
| Acid | +2% |
| Physical | +3% |
| Fire | +5% |
| Cold | +4% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 15.2 |
| Ranged Defense | 15.2 |
| Fatigue | 2 |
| Physical Save | 27.45 |
| Spell Save | 24.8 |
| Mental Save | 30.25 |
Defense: Resistances
| Acid | -7%( 70%) |
| Blight | + 34%( 70%) |
| Physical | -7%( 70%) |
| Cold | + 15%( 70%) |
| All | -11%( 70%) |
| Lightning | -2%( 70%) |
| Darkness | -11%( 70%) |
| Fire | -8%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Poison Resistance | 30% |
| Instadeath Resistance | 100% |
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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 219 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 213 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Harmony | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Master Summoner |
| 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 |
| detrimental effect | The target is poisoned, taking 3.86 nature damage per turn and decreasing all heals received by 27%. Insidious Poison |
| detrimental effect | The target is infected by a disease, reducing its constitution by 8 and doing 19.33 blight damage per turn. Rotting Disease |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | You gain 16% resistance against blight. Resolve |
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 lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)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 Horned Horror. * 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 |
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 shadow has asked that you come back as soon as possible. * 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: 120. | 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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. | 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 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 | miner's pair of rough leather boots (0 def, 6 armour) miner's pair of rough leather boots (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
| Light source | bright alchemist's lamp of the zealot bright alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +7 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cleansing hardened leather cap of absorption (0 def, 3 armour) cleansing hardened leather cap of absorption (0 def, 3 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +10% nature / +5% blight Stamina when hit: +1.00 Equilibrium when hit: +1.20 A cap made of leather. |
| On hands | Lelakalthofang the rough leather gloves (0 def, 1 armour) Lelakalthofang the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +1 Physical save: +5 Mental save: +6 Equilibrium when hit: +0.08 Mindpower: +4 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | supercharged dwarven-steel torque of kinetic psionic shield [power 107] (21 cooldown) supercharged dwarven-steel torque of kinetic psionic shield [power 107] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical and acid damage by 107 for 6 turns, placing all other charms into a 21 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Salynor' copper ring 'Salynor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str / +1 Cun Changes resistances penetration: +10% mind Rings can have magical properties. |
| On fingers | titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Con Physical save: +8 Rings can have magical properties. |
| Around neck | wanderer's stralite amulet wanderer's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +6 Dex / +3 Cun / +3 Con Life regen: +0.70 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
| In main hand | caller's thorny mindstar of storms (9-9.9 power, 24 apr, mind damage) caller's thorny mindstar of storms (9-9.9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +1 Dex / +1 Mag / +2 Wil / +2 Cun / +2 Con Damage when the wearer is hit: 7 lightning Changes resistances: +4% lightning Changes resistances penetration: +3% physical / +5% fire / +4% cold / +6% lightning / +2% acid Changes damage: +5% physical / +8% fire / +5% cold / +4% lightning / +9% acid Mindpower: +3 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] 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 off hand | wyrm's vined mindstar of balance (6-6.6 power, 18 apr, mind damage) wyrm's vined mindstar of balance (6-6.6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 physical / 3 fire / 3 cold / 4 lightning / 3 acid Changes resistances: +4% physical / +3% fire / +3% cold / +4% lightning / +4% acid Physical save: +3 Spell save: +3 Mental save: +3 Equilibrium when hit: +0.50 Mindpower: +2 Mental crit. chance: +2% It can be used to call the drake in an elemental mindstar (this will remove other set bonuses), placing all other charms into a 16 cooldown. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 15 power out of 50/50) : Effective talent level: 2.0 Power cost: 15 out of 50/50. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 48.50 to 145.49 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
vitalizing steel amulet of the fish vitalizing steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% cold Allows you to breathe in: water Physical save: +8 Life regen: +0.70 Maximum life: +30.00 Amulets can have magical properties. |
savior's copper ring of fire (+22%) savior's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Physical save: +6 Spell save: +7 Mental save: +7 Rings can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Rings can have magical properties. |
Serpentnull the pulsing mindstar (13-14.3 power, 32 apr, nature damage) Serpentnull the pulsing mindstar (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 nature When wielded/worn: Changes resistances: +5% blight Changes resistances penetration: +10% arcane Changes damage: +5% nature / +3% arcane Disease immunity: +16% Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar (13.5-14.85 power, 32 apr, mind damage)pulsing mindstar (13.5-14.85 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Staff of Arcane Supremacy (20-24 power, 4 apr, arcane damage) Staff of Arcane Supremacy (20-24 power, 4 apr, arcane damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 It can be used to activate talent Arcane Supremacy (costing 16 power out of 20/20) : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
This item will automatically be transmogrified when you leave the level. yew vilestaff (20-24 power, 4 apr, acid damage)yew vilestaff (20-24 power, 4 apr, acid damage) Requires: - Magic 24 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: Acid Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% acid Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. hardened leather armour (3 def, 6 armour)hardened leather armour (3 def, 6 armour) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour 'Airradiance' (5 def, 11 armour)dwarven-steel plate armour 'Airradiance' (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Damage when the wearer hits(melee): 4 mind Changes damage: +9% mind / +9% lightning Life regen: +3.80 Stamina each turn: +1.10 A suit of armour made of metal plates. |
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. |
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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald 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. |
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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] 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 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 160 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 is 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. |
dwarven-steel torque of mindblast 'Forestrune' [power 201] (5 cooldown) dwarven-steel torque of mindblast 'Forestrune' [power 201] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when the wearer is hit: 4 arcane Changes resistances: +9% nature It can be used to fire a blast of psionic energies in a beam (dam 100-201), placing all other charms into a 5 cooldown. Torques are made by powerful psionics to store psionic powers. |
tentacled yew totem of thorny skin [power 35] (16 cooldown) tentacled yew totem of thorny skin [power 35] (16 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 6 turns increasing armour by 35 and armour hardiness by 50%, placing all other charms into a 16 cooldown. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. warded yew totem of cure illness [power 2] (16 cooldown)warded yew totem of cure illness [power 2] (16 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +1 nature / +1 light / +2 acid Talent granted: +1 Ward It can be used to remove up to 2 diseases from the target, placing all other charms into a 16 cooldown. Natural totems are made by powerful wilders to store nature power. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Got Owned the Cornac Summoner level 11
8th Dusk 122nd year of Ascendancy at 11:48 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Got Owned the Cornac Summoner level 17
60th Dusk 122nd year of Ascendancy at 16:12 see stats
Exterminator
Killed 1000 creatures.By Got Owned the Cornac Summoner level 17
62nd Dusk 122nd year of Ascendancy at 19:36 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Got Owned the Cornac Summoner level 16
46th Dusk 122nd year of Ascendancy at 14:13 see stats
Level 10
Got a character to level 10.By Got Owned the Cornac Summoner level 10
10th Flare 122nd year of Ascendancy at 19:05 see stats
Level 20
Got a character to level 20.By Got Owned the Cornac Summoner level 20
22nd Haze 122nd year of Ascendancy at 20:29 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Got Owned the Cornac Summoner level 20
23rd Haze 122nd year of Ascendancy at 00:17 see stats
The Arena
Unlocked Arena mode.By Got Owned the Cornac Summoner level 9
8th Mirth 122nd year of Ascendancy at 13:18 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Got Owned the Cornac Summoner level 20
4th Allure 123rd year of Ascendancy at 20:49 see stats
The secret city
Discovered the truth about mages.By Got Owned the Cornac Summoner level 9
6th Mirth 122nd year of Ascendancy at 05:34 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Got Owned the Cornac Summoner level 18
2nd Haze 122nd year of Ascendancy at 23:02 see stats
Log
Poison from Got Owned hits Ivelrann the master vampire for 1 nature damage.
Skeleton warrior hits Got Owned for 72 physical, 6 nature, 2 nature, 11 temporal (90 total damage).
Got Owned hits Skeleton warrior for 1 physical, 1 fire, 1 cold, 3 lightning, 1 acid (6 total damage).
Ivelrann the master vampire diseases Got Owned.
Got Owned is invigorated by the attack!
Got Owned is invigorated by the attack!
Ivelrann the master vampire drains life from Got Owned!
Got Owned is invigorated by the attack!
Got Owned is afflicted by a rotting disease!
Got Owned hits Ivelrann the master vampire for 10 healing, 1 physical, 1 fire, 0 cold, 3 lightning, 1 acid (6 total damage) [10 healing].
Ivelrann the master vampire hits Got Owned for 14 cold, 26 blight, 4 cold (44 total damage).
Ivelrann the master vampire throws two quick punches.
Got Owned is invigorated by the attack!
Got Owned is invigorated by the attack!
Ivelrann the master vampire drains life from Got Owned!
Got Owned is invigorated by the attack!
Ivelrann the master vampire performs a melee critical strike against Got Owned!
Got Owned is invigorated by the attack!
Got Owned is invigorated by the attack!
Ivelrann the master vampire drains life from Got Owned!
Got Owned is invigorated by the attack!
Got Owned is invigorated by the attack!
Got Owned is invigorated by the attack!
Got Owned is invigorated by the attack!
Rotting Disease from Ivelrann the master vampire hits Got Owned for 16 blight damage.
Insidious Poison from Skeleton warrior hits Got Owned for 3 nature damage.
Got Owned hits Ivelrann the master vampire for 17 healing, 1 physical, 1 fire, 0 cold, 3 lightning, 1 acid, 25 healing, 1 physical, 1 fire, 0 cold, 3 lightning, 1 acid (11 total damage) [42 healing].
Ivelrann the master vampire hits Got Owned for 18 cold, 42 blight, 4 cold, 26 cold, 63 blight, 4 cold, 5 cold (164 total damage).
Skeleton warrior uses Stunning Blow.
Saving game...
