











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.3Official 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:
Player AIoo 1.7.3This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Embers of Rage 1.7.3Official 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:
Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Forbidden Cults 1.7.3Official 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 | Female |
Race | Cornac |
Class | Phoenix Knight |
Level / Exp | 21 / 13% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 61 (base 41) |
Dexterity | 12 (base 10) |
Constitution | 25 (base 11) |
Magic | 70 (base 48) |
Willpower | 19 (base 12) |
Cunning | 17 (base 10) |
Resources
Life | 502/502 |
Essence | 100/100 |
Healing Factor | 1.4845178243369 |
Regeneration | 30.061485942823 |
Speed
Mental | 0% |
Attack | +8% |
Movement | 0% |
Spell | +8% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
See Invisible | 4 |
Offense: Mainhand
Damage | 130 |
Accuracy | 60 |
Crit Chance | 20% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 14% |
Speed | 0.92592592592593 |
Cooldown Reduction | 8 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 14% |
Speed | 0.92592592592593 |
Offense: Damage Bonus
Light | +27% |
Physical | +10% |
Blight | +5% |
Arcane | +10% |
Mind | +18% |
All | 0% |
Offense: Damage Penetration
Light | +10% |
Defense: Base
Armour (hardiness) | 47 (62%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 10 |
Physical Save | 55 |
Spell Save | 42 |
Mental Save | 37 |
Defense: Resistances
Acid | + 18%( 74%) |
Arcane | + 9%( 74%) |
Cold | + 9%( 70%) |
All | + 4%( 74%) |
Lightning | + 10%( 74%) |
Light | + 80%( 80%) |
Temporal | + 7%( 74%) |
Physical | + 12%( 74%) |
Darkness | + 23%( 74%) |
Fire | + 42%( 80%) |
Nature | + 7%( 74%) |
Defense: Immunities
Disarm Resistance | 30% |
Bleed Resistance | 31% |
Fear Resistance | 31% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 44% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 148 life over 5 turns. |
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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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: Shatter AfflictionsUse 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 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 85 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. |
Class Talents
Spell / Phoenix Ascendance | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Wizard Knight | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Phoenix Burn | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Spell / Glory Rising | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
Technique / Weapons Master | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 4/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Technique / Flexible Combat Training | 1.00 |
| 4/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Effects
talent | Eldritch Combat |
talent | Phoenix Soul |
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 lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 Shade. | done |
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 |
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 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 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% mind Accuracy +20 (+5 eff.) defense ------ Armor +1 Fatigue -5% Physical save +6 (+2 eff.) Unlife -20.00 life other ------- Encumbrance +21 Equi when Hit +0.04 Light +1 A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+5 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +6 Con offense ------ Physical Power +7 (+2 eff.) Accuracy +9 (+2 eff.) Ignore Armor +9 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +5 Mag offense ------ Spellpower +6 (+1 eff.) On-Hit 10 light On-Ranged-Hit 12 light Damage +11% light Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +2 Str +2 Dex +5 Mag offense ------ Ignore resists +10% light defense ------ Armor +8 Defense +9 (+5 eff.) Resistance +6% acid +9% cold Physical save +18 (+6 eff.) A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Unique] Arcane A part of set. Weapon Damage 41.2 - 61.9 Arcane Uses 120% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +3 Wil +3 Con offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+3 eff.) Damage +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Massive two-handed battleaxes. Transformed with the power of the Spellblaze. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Damage +3% mind Accuracy +6 (+2 eff.) When Hit 4 lightning defense ------ Armor +1 Fatigue +1% Resistance +3% nature +3% temporal Physical save +6 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +30% Teleport Resist +10% Unarmed combat: Weapon Damage 11.0 - 15.4 Physical Uses 0% Cun, 0% Str, 120% Mag 0% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 Encumbrance T4 heavy armor [Random Unique] Nature/Master While equipped: defense ------ Armor +23 Defense +4 (+2 eff.) Fatigue +6% Resistance +9% acid +9% fire +6% darkness +5% arcane Physical save +10 (+3 eff.) Life +33.00 Life Regen +4.00 Healmod +14% A suit of armour made of mail. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +2 Mag +3 Cun defense ------ Defense +1 (+1 eff.) Life +32.00 other ------- See Invis +3 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 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun offense ------ Damage +6% light +12% mind defense ------ Resistance +6% lightning +19% light +14% darkness Blind Resist +28% other ------- Light +3 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 31% faster, and you are invisible (power 12). 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. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life +26.00 Disarm Resist +23% Pinning Resist +23% Knockbk Resist +24% Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Nature Weapon Damage 17.5 - 24.5 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +17 fire While equipped: offense ------ Physical Crit +2.0% Critical power +10.00% Global Speed +2% Ignore resists +8% fire defense ------ Resistance +6% nature +3% physical other ------- Hate-on-crit +2.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 11.5 - 15.0 Physical Uses 0% Dex, 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Master Weapon Damage 20.5 - 26.7 Physical Uses 0% Dex, 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +8 (+4 eff.) Disarm Resist +20% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 16.5 - 21.4 Physical Uses 0% Dex, 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +10 (+3 eff.) Ignore Armor +6 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego] Master Weapon Damage 39.0 - 50.7 Physical Uses 0% Dex, 100% Mag, 0% Str Mastery Flexible Weapon Training Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+2 eff.) defense ------ Defense +5 (+3 eff.) Disarm Resist +20% Sharp, short and deadly. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Rare] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +5 Str +6 Dex +5 Con offense ------ Ignore resists +9% physical On-Hit (Ranged): * 20% chance to reduce armor by 38% Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 0% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +11 fire While equipped: offense ------ Physical Crit +2.0% Damage +12% fire Accuracy +9 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 20.5 - 28.7 Physical Uses 0% Str, 120% Mag, 0% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +10.0% Capacity 18 On-ranged-hit +20 lightning On-Hit, radius 1 +20 lightning +16 cold On-crit, radius 2 +12 lightning +8 cold On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +9% all Mind save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Normal] While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +20 (+10 eff.) Fatigue +8% Resistance +19% fire Life Regen +4.00 other ------- Stamina/turn +0.90 A suit of armour made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A cap made of leather. |
![]() 0.0 Encumbrance 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 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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 Encumbrance 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. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Moillrn the Cornac Phoenix Knight level 19
29th Dusk 122nd year of Ascendancy at 07:27 see stats
By Moillrn the Cornac Phoenix Knight level 10
1st Mirth 122nd year of Ascendancy at 11:59 see stats
By Moillrn the Cornac Phoenix Knight level 20
29th Dusk 122nd year of Ascendancy at 23:11 see stats
By Moillrn the Cornac Phoenix Knight level 19
28th Dusk 122nd year of Ascendancy at 19:28 see stats
By Moillrn the Cornac Phoenix Knight level 10
1st Mirth 122nd year of Ascendancy at 12:04 see stats
By Moillrn the Cornac Phoenix Knight level 13
2nd Summertide 122nd year of Ascendancy at 07:47 see stats
By Moillrn the Cornac Phoenix Knight level 16
6th Dusk 122nd year of Ascendancy at 21:01 see stats
By Moillrn the Cornac Phoenix Knight level 18
17th Dusk 122nd year of Ascendancy at 01:07 see stats
Log
You collect a new ingredient: xorn fragment (1).
Moillrn hits Umber hulk for 134 light damage.
Moillrn killed Umber hulk!
Talent Solar Burst is ready to use.
PAI_STATE_FIGHT
PAI_STATE_REST
Resting starts...
Talent Solar Bolt is ready to use.
Talent Eldritch Strike is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
PAI_STATE_EXPLORE
Ran for 2 turns (stop reason: didn't move).
PAI_STATE_EXPLORE
Ran for 1 turns (stop reason: didn't move).
PAI_STATE_EXPLORE
You pickup 0.55 gold pieces.
Moillrn picks up (a.): ethereal rune of the duelist (power 12; resist 19%; move 31%; dur 5; cd 16).
There is a way to the next level here (press '' or right click to use).
Ran for 53 turns (stop reason: at exit).
PAI_STATE_EXPLORE
AI stopping: level change found
Moillrn deactivates Eldritch Combat.
Moillrn activates Eldritch Combat.
Moillrn deactivates Phoenix Soul.
Moillrn activates Phoenix Soul.