











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.5.10This 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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Anorithil |
Level / Exp | 24 / 7% |
Size | medium |
Lifes / Deaths | Killed by Velamira the king cobra at level 17 on the 10th Haze 122nd year of Ascendancy at 12:58 0 / 7Killed by Blood Master at level 20 on the 63rd Haze 122nd year of Ascendancy at 04:30 Killed by Arama the alchemist golem at level 20 on the 73rd Haze 122nd year of Ascendancy at 04:13 Killed by shadow at level 23 on the 34th Regrowth 123rd year of Ascendancy at 04:10 Killed by skeleton magus at level 23 on the 36th Regrowth 123rd year of Ascendancy at 11:05 Killed by Salevena the storm drake at level 24 on the 43rd Regrowth 123rd year of Ascendancy at 16:20 Killed by Salevena the storm drake at level 24 on the 43rd Regrowth 123rd year of Ascendancy at 17:09 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 33 (base 10) |
Constitution | 20 (base 10) |
Magic | 71 (base 54) |
Willpower | 34 (base 10) |
Cunning | 79 (base 50) |
Resources
Life | -19/458 |
Positive | 52/99 |
Negative | 82/99 |
Healing Factor | 1.1789473684211 |
Regeneration | 98.524631578949 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +50.624124327804% |
Spell | +10.815727409586% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 7 |
Offense: Mainhand
Damage | 31 |
Accuracy | 24 |
Crit Chance | 26% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 61% |
Speed | 0.9023989855735 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Arcane | +22% |
Cold | +50% |
All | 0% |
Lightning | +19% |
Light | +26% |
Darkness | +10% |
Fire | +10% |
Nature | +5% |
Offense: Damage Penetration
Lightning | +10% |
Physical | +5% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 7 (52.131147540984%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 47 |
Mental Save | 45 |
Defense: Resistances
Nature | + 39%( 70%) |
Acid | + 28%( 70%) |
Light | + 39%( 70%) |
Temporal | + 24%( 70%) |
Cold | + 70%( 70%) |
Lightning | + 45%( 70%) |
Fire | + 28%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Knockback Resistance | 32% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 417 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 658% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 203 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Hymn of Shadows |
talent | Chant of Resistance |
detrimental effect | The target is on fire, taking 34.30 fire damage per turn. Burning |
detrimental effect | Huge cut that bleeds, doing 24.64 physical damage per turn. Bleeding |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Light damage has been increased by 5% to +26%. Sunburst |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
beneficial effect | A flow of life spins around the target, regenerating 83.32 life per turn. Regeneration |
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | 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 Dexterity by +5. | done |
You failed to protect the repented thief from death by red crystal. Escort: repented thief (level 2 of Scintillating Caves) | 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 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 huge ice dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 has completed an elixir of precision without your aid. 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 snow giant kidney. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within7 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 | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 T2 arrow ammo [Rare] Arcane Power 17.5 - 24.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 20 Ranged+ +12 blight +15 cold On Hit.r1 +12 lightning +8 blight On Crit.r2 +16 lightning +8 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 0 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +3 Mag +7 Cun ----- def ----- Armour +3 Fatigue +3% Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 A cap made of leather. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Mag dps ---------- Res.pen +15% nature On Hit (Melee): * 20% chance to slow global speed by 0% ----- def ----- Fatigue -4% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 18.57 cold and 12.38 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Phys.save +6 (+3 eff.) Rings can have magical properties. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +1 Con +7 Lck dps ---------- Dmg.mod +9% lightning Res.pen +5% physical ----- def ----- Resists +9% cold Phys.save +6 (+3 eff.) Stealth +11 ---------- misc T.Disarm +5 Max.stam +30.00 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun +3 Wil dps ---------- Spell.crit +8% Mind.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% acid Res.pen +10% lightning ----- def ----- Phys.save +8 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Mana/turn +0.21 Max.mana +72.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+5 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+1 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +13% temporal Pinning- +20% Knockbk- +32% Amulets can have magical properties. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (90% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 3 nature, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +20% Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +4 (+2 eff.) Resists +20% fire Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +1 Con ----- def ----- Spell.save +10 (+3 eff.) Max.HP +40.00 HP.reg +7.00 Heal.mod +10% ---------- misc Max.stam +11.00 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Mind.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +1 Mag +7 Con dps ---------- Res.pen +10% acid ----- def ----- Resists +9% acid Mind.save +7 (+2 eff.) Confus- +25% ---------- misc See.Invis +6 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 10% chance to reduce armor by 0% ----- def ----- Resists +15% acid HP.reg +1.00 Stun/Frz- +27% ---------- misc Light +1 See.Invis +12 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Dex +1 Mag dps ---------- Melee+ 15 light Ranged+ 10 light Dmg.mod +12% light Acc +10 (+5 eff.) Rings can have magical properties. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane A part of set. Power 18.8 - 22.5 Arcane Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Spell.crit +2% Phys.pwr +12 (+7 eff.) Spell.pwr +18 (+6 eff.) Dmg.mod +10% arcane +15% physical ---------- misc Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +17% lightning Res.pen +10% lightning On Hit (Melee): * 20% chance to slow global speed by 0% ----- def ----- Resists +16% lightning +3% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
![]() 2.0 T2 cloth armor [Ego] Master/Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +9% all Phys.save +15 (+7 eff.) ---------- misc Mana/turn +0.10 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +13% darkness +13% mind +11% all Phys.save +11 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 1.0 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. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +3 Dex +5 Cun +5 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +10 Infravis +3 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Resists +3% fire +3% darkness +3% temporal Mind.save +6 (+2 eff.) Max.HP +20.00 Heal.mod +20% Poison- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +6% darkness +15% mind Res.pen +5% darkness ----- def ----- Armour +3 Fatigue -4% Resists +3% lightning Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Stam/turn +0.50 Max.stam +15.00 A pair of boots made of leather. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning A pointy cloth hat, very wizardly... |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Con dps ---------- Res.pen +15% mind ----- def ----- Max.HP +40.00 ---------- misc Light +3 Infravis +3 See.Invis +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. |
![]() 2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire Max.HP +41.00 ---------- 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. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
Achievements
By Stdaon the Cornac Anorithil level 13
30th Dusk 122nd year of Ascendancy at 01:43 see stats
By Stdaon the Cornac Anorithil level 20
10th Decay 122nd year of Ascendancy at 02:12 see stats
By Stdaon the Cornac Anorithil level 19
22nd Haze 122nd year of Ascendancy at 04:31 see stats
By Stdaon the Cornac Anorithil level 10
7th Flare 122nd year of Ascendancy at 21:58 see stats
By Stdaon the Cornac Anorithil level 20
30th Haze 122nd year of Ascendancy at 10:58 see stats
By Stdaon the Cornac Anorithil level 4
77th Pyre 122nd year of Ascendancy at 08:17 see stats
By Stdaon the Cornac Anorithil level 20
30th Haze 122nd year of Ascendancy at 14:07 see stats
By Stdaon the Cornac Anorithil level 13
20th Dusk 122nd year of Ascendancy at 19:06 see stats
By Stdaon the Cornac Anorithil level 20
63rd Haze 122nd year of Ascendancy at 05:17 see stats
By Stdaon the Cornac Anorithil level 10
10th Flare 122nd year of Ascendancy at 16:06 see stats
By Stdaon the Cornac Anorithil level 20
62nd Haze 122nd year of Ascendancy at 12:10 see stats
By Stdaon the Cornac Anorithil level 20
74th Haze 122nd year of Ascendancy at 02:00 see stats
Log
Stdaon starts to bleed.
Snow giant thunderer casts Lightning.
Storm drake hatchling resists!
Salevena the storm drake's Earthen Missiles hits Stdaon for 51 physical, 9 physical (60 total damage).
Salevena the storm drake's Earthen Missiles hits Stdaon for 77 physical, 13 physical (90 total damage).
Salevena the storm drake's aether beam hits Storm drake hatchling for 88 arcane damage.
Snow giant thunderer hits Stdaon for 42 lightning damage.
Stdaon casts Healing Light.
Stdaon receives 213 healing.
Stdaon resists!
Salevena the storm drake's aether beam hits Stdaon for 76 arcane damage.
Salevena the storm drake casts Flame.
Stdaon is on fire!
Salevena the storm drake hits Stdaon for 74 fire damage.
Bleeding from Salevena the storm drake hits Stdaon for 21 physical damage.
Burning from Salevena the storm drake hits Stdaon for 25 fire damage.
Snow giant thunderer casts Chain Lightning.
Snow giant thunderer hits Stdaon for 64 lightning damage.
Stdaon uses Infusion: Regeneration.
Stdaon starts regenerating health quickly.
Salevena the storm drake casts Manathrust.
Salevena the storm drake hits Stdaon for 144 arcane damage.
Stdaon the level 24 cornac anorithil was dweomered to death by Salevena the storm drake on level 2 of Tempest Peak.
Stdaon stops regenerating health quickly.
Stdaon deactivates Chant of Resistance.
Stdaon deactivates Hymn of Shadows.
Stdaon stops bleeding.
Stdaon stops burning.