











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 20 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 11 on the 9th Mirth 122nd year of Ascendancy at 15:52 0 / 7Killed by The Possessed at level 11 on the 1st Summertide 122nd year of Ascendancy at 03:10 Killed by fire drake at level 18 on the 35th Dusk 122nd year of Ascendancy at 11:23 Killed by Ce'Notta the ghoulking at level 18 on the 35th Dusk 122nd year of Ascendancy at 12:34 Killed by Aderin the gelatinous cube at level 20 on the 47th Dusk 122nd year of Ascendancy at 16:25 Killed by Horned Horror at level 20 on the 47th Dusk 122nd year of Ascendancy at 19:03 Killed by white jelly at level 20 on the 47th Dusk 122nd year of Ascendancy at 19:11 |
Primary Stats
| Strength | 45 (base 38) |
| Dexterity | 12 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 38 (base 38) |
| Willpower | 29 (base 26) |
| Cunning | 17 (base 10) |
Resources
| Life | -242/624 |
| Positive | 107/107 |
| Stamina | 204/204 |
| Healing Factor | 1.1691526171258 |
| Regeneration | 3.7997460056587 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 37 |
| Crit Chance | 32% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Darkness | +3% |
| Fire | +14% |
| Nature | +12% |
Offense: Damage Penetration
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 34.413408721348 (65.897138898113%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 13 |
| Physical Save | 22 |
| Spell Save | 21 |
| Mental Save | 16 |
Defense: Resistances
| Light | + 9%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 24%( 70%) |
| Physical | + 3%( 70%) |
| Cold | + 7%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 82% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 243 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 290 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
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 |
You failed to protect the injured seer from death by Eilinywyn the forest troll. Escort: injured seer (level 2 of Trollmire) | failed |
You failed to protect the injured seer from death by giant venus flytrap. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lost defiler from death by giant army ant. Escort: lost defiler (level 2 of Old Forest) | failed |
You failed to protect the lost tinker from death by Emura the treant. Escort: lost tinker (level 4 of Old Forest) | failed |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' * You've found the needed chunk of ghoul flesh. 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 green worm. * You've found the needed vial of elder vampire blood. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' | 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 within20 lumberjacks have died. | done |
Equipment
| On feet | Ce'Nymissra (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +8.0% Dmg.mod +3% physical Acc +10 (+4 eff.) ----- def ----- Armour +3 Resists +6% fire +7% cold Die.at -40.00 life A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | bladed hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +5 Str +2 Dex +3 Cun dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 103.7 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 36.94 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | focusing iron torque of psionic shield [power 23] (18/25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Tetir the Rootreaper0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +2% physical Max.HP +21.00 Heal.mod +5% Disarm- +23% Pinning- +23% Knockbk- +42% Rings make your fingers look great! |
| On fingers | rogue's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% nature ----- def ----- Defense +4 (+2 eff.) Resists +24% nature Rings make your fingers look great! |
| Around neck | vitalizing copper amulet0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +5 (+2 eff.) Max.HP +32.00 HP.reg +2.00 Amulets make your neck look great! |
| In main hand | elemental dwarven-steel waraxe (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 49 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +9% fire Res.pen +10% fire One-handed war axes. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Glimmerbraid (0 def, 4 armour, 24-28 power, 40.5 block)7.0 T2 shield armor [Random Unique] Nature/Master When used to Attack: Power 23.5 - 28.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +9% light Max.HP +40.00 ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Blindspiker' (16 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Apr +1 ----- def ----- Defense +16 (+8 eff.) Resists +1% physical Max.HP +31.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel mail armour of Eyal (2 def, 12 armour)14.0 T2 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Max.HP +34.00 HP.reg +1.00 Heal.mod +10% A suit of armour made of mail. |
Inventory
shatter afflictions rune of the duelist (absorb 63; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 63 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
arcing steel dagger of massacre (19-25 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane/Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 49 damage Sharp, short and deadly. |
iron greatsword (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
steady ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +3.0% Acc +11 (+5 eff.) Longbows are used to shoot arrows at your foes. |
acidic iron longsword of massacre (18-24 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Sharp, long, and deadly. |
Flashquick the steel mace (13-18 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Acc +7 (+3 eff.) Melee Ret 8 light ----- def ----- Defense +7 (+4 eff.) Resists +15% fire Spell.save +3 (+2 eff.) Disarm- +28% ---------- misc See.Invis +9 Blunt and deadly. |
iron mace (14-20 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
balanced iron waraxe of erosion (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature/Master Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +20% One-handed war axes. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+8 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
rough leather belt of the vagrant1.0 T1 belt armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Mind.save +6 (+5 eff.) A belt that goes around your waist. |
Rhineg the Corpsevenom (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +9 Wil dps ---------- Crit.mult +15.00% Res.pen +10% arcane ----- def ----- Armour +1 Resists +9% nature Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+4 eff.) A pair of boots made of leather. |
Shimmerserpent the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Crit.mult +5.00% Spell.pwr +4 (+2 eff.) S.pwr/crit +2 ----- def ----- Armour +3 Fatigue +2% Resists +9% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xakira (20 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Mag +2 Con dps ---------- S.pwr/crit +6 Dmg.mod +6% physical ----- def ----- Armour +3 Defense +20 (+10 eff.) Fatigue +5% Phys.save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% fire A suit of armour made of mail. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
iron shield (0 def, 2 armour, 10-12 power, 16 block)7.0 T1 shield armor [Normal] When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +16 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield of lightning resistance (+16%) (0 def, 2 armour, 10-13 power, 20.5 block)7.0 T1 shield armor [Ego] Master When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
focusing steel torque of gale force [power 165] (18/15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking enemies back 8 spaces and dealing 170 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Transformers 3: Revenge o the Cornac Sun Paladin level 18
29th Dusk 122nd year of Ascendancy at 13:13 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Transformers 3: Revenge o the Cornac Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 13:40 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Transformers 3: Revenge o the Cornac Sun Paladin level 20
46th Dusk 122nd year of Ascendancy at 01:51 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Transformers 3: Revenge o the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 15:01 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Transformers 3: Revenge o the Cornac Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 07:29 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Transformers 3: Revenge o the Cornac Sun Paladin level 18
22nd Dusk 122nd year of Ascendancy at 09:43 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Transformers 3: Revenge o the Cornac Sun Paladin level 20
47th Dusk 122nd year of Ascendancy at 19:03 see stats
Log
Transformers 3: Revenge o picks up (n.): Xakira (20 def, 3 armour).
Horned Horror uses Tentacle Grab.
Transformers 3: Revenge o is being strangled.
Transformers 3: Revenge o slows down.
Strangle Hold from Horned Horror hits Transformers 3: Revenge o for 15 nature damage.
Cyrewe the rogue stops regenerating health quickly.
Horned Horror throws two quick punches.
Strangle Hold from Horned Horror hits Transformers 3: Revenge o for 15 nature damage.
Horned Horror hits Transformers 3: Revenge o for 115 physical, 23 lightning, 103 physical, 23 lightning (264 total damage).
You are unable to move!
Transformers 3: Revenge o performs a melee critical strike against Cyrewe the rogue!
Transformers 3: Revenge o hits Something for 56 fire damage.
Transformers 3: Revenge o hits Horned Horror for (22 flat reduction), 29 fire (29 total damage).
Transformers 3: Revenge o hits Cyrewe the rogue for 94 physical, 46 fire (141 total damage).
Horned Horror raises their leg and snaps it downward in a devastating axe kick.
Transformers 3: Revenge o's brain isn't quite working right!
Strangle Hold from Horned Horror hits Transformers 3: Revenge o for 15 nature damage.
Horned Horror hits Transformers 3: Revenge o for 165 physical, 23 lightning (188 total damage).
Cyrewe the rogue casts Invoke Darkness.
White jelly uses Slime Spit.
Cyrewe the rogue hits Transformers 3: Revenge o for 132 darkness damage.
You are unable to move!
Transformers 3: Revenge o hits Something for 56 fire damage.
Transformers 3: Revenge o hits Horned Horror for (22 flat reduction), 29 fire (29 total damage).
Transformers 3: Revenge o hits Cyrewe the rogue for 73 physical, 46 fire (120 total damage).
White jelly's Slime Spit hits Transformers 3: Revenge o for 99 nature damage.
Transformers 3: Revenge o the level 20 cornac sun paladin was naturalised to death by a white jelly on level 4 of The Maze.


























































































