Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 19 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by Asovz at level 15 on the 62nd Dusk 122nd year of Ascendancy at 15:49 1 / 4Killed by Veladann the skeleton mage at level 16 on the 2nd Haze 122nd year of Ascendancy at 01:42 Killed by Veladann the skeleton mage at level 16 on the 2nd Haze 122nd year of Ascendancy at 02:47 Killed by Urkis, the High Tempest at level 18 on the 15th Haze 122nd year of Ascendancy at 17:41 |
Primary Stats
| Strength | 46 (base 41) |
| Dexterity | 12 (base 10) |
| Constitution | 30 (base 25) |
| Magic | 40 (base 33) |
| Willpower | 14 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | 549/576 |
| Positive | 60/64 |
| Stamina | 174/174 |
| Healing Factor | 1 |
| Regeneration | 0.24999999999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 10 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 35 |
| Crit Chance | 4% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19.2 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +3% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 37.16 (52%) |
| Defense | 16.7 |
| Ranged Defense | 21.35 |
| Fatigue | 36 |
| Physical Save | 35.3 |
| Spell Save | 27.45 |
| Mental Save | 22.875 |
Defense: Resistances
| Nature | + 25%( 70%) |
| Lightning | + 16%( 70%) |
| Acid | + 7%( 70%) |
| Temporal | + 11%( 70%) |
| Blight | + 13%( 70%) |
| Fire | + 7%( 70%) |
| Cold | + 7%( 70%) |
| All | + 2%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 278 life over 5 turns. |
| Infusion | Effective talent level: 1.0 MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 685% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 15% for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Celestial / Combat | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.20 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 4/10 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Chant of Resistance |
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 Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic 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 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 |
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. * 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. | done |
Equipment
| On feet | miner's pair of iron boots of tirelessness (0 def, 7 armour) miner's pair of iron boots of tirelessness (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | guard's brass lantern of health guard's brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Maximum life: +40.00 Light radius: +2 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 | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | Emelerigalle of cure illness [power 2] (20 cooldown) Emelerigalle of cure illness [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +12% nature / +9% lightning / +9% temporal It can be used to removes up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | wizard's copper ring of clarity wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 Mental save: +5 Confusion immunity: +20% Rings can have magical properties. |
| On fingers | aquamarine ring aquamarine ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +2% all Rings can have magical properties. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | dwarven-steel longsword of massacre (30.5-42.7 power, 4 apr) dwarven-steel longsword of massacre (30.5-42.7 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
| On hands | iron gauntlets of magic (+3) (0 def, 1 armour) iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | living steel shield of harmony (6 def, 2 armour, 15 dam, 42 block) living steel shield of harmony (6 def, 2 armour, 15 dam, 42 block)Requires: - Strength 16 - Talent Armour Training (level 3) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.0% Block value: +42 Damage when this weapon hits: +11 nature When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer is hit: 12 nature Changes resistances: +11% nature / +11% blight Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +2 Block Maximum life: +52.00 It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 10 turns all poisons and diseases will heal you instead of damaging you. When activated it also heals you for 13 life per diseases or poisons on you. The healing will increase with your Willpower stat. Handheld deflection devices |
| Cloak | enveloping linen cloak of Eldoral (6 def, 0 armour) enveloping linen cloak of Eldoral (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Changes stats: +1 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour of implacability (4 def, 13 armour) steel plate armour of implacability (4 def, 13 armour)Requires: - Strength 28 - Talent Armour Training (level 4) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +4 Fatigue: +18% Physical save: +6 A suit of armour made of metal plates. |
Inventory
Dourborn DourbornPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 4 darkness Damage when the wearer is hit: 16 light Changes damage: +6% darkness Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
grounding gold amulet of dexterity (+4) grounding gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +24% Amulets can have magical properties. |
inertial copper amulet inertial copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Pinning immunity: +20% Stamina each turn: +0.20 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
mule's steel ring of frost (+22%) mule's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +22% cold Changes damage: +11% cold Maximum encumberance: +21 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: +3 Con Physical save: +6 Rings can have magical properties. |
Focus Whip (19-20.9 power, 7 apr) Focus Whip (19-20.9 power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 20% Wil, 10% Cun, 70% Dex Damage type: Mind Accuracy is based on willpower for this weapon. This weapon will act as a psionic focus. Armour Penetration: +7 Physical crit. chance: +5.0% When wielded/worn: Mindpower: +8 Mental crit. chance: +3% It can be used to strike all targets in a line, costing 10 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
tough weathered hide tough weathered hideRequires: - Strength 22 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 |
Borudan (6 def, 2 armour, 15.5 dam, 41 block) Borudan (6 def, 2 armour, 15.5 dam, 41 block)Requires: - Strength 16 - Talent Armour Training (level 3) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.0% Block value: +41 Burst (radius 2) on crit: +8 physical Damage against: +10% Demon When wielded/worn: Accuracy: +2 Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Stamina each turn: +1.00 Handheld deflection devices |
Coral Spray (8 def, 8 armour, 18 dam, 48 block) Coral Spray (8 def, 8 armour, 18 dam, 48 block)Requires: - Strength 16 - Talent Armour Training (level 3) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Physical crit. chance: +2.0% Block value: +48 Damage when this weapon hits: +10 cold When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 A chunk of jagged coral, dredged from the ocean. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
52 alchemist agate 52 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 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. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Jetwrither JetwritherInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +20% lightning Changes damage: +21% darkness Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Xerelle XerellePowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 4 arcane Changes resistances: +5% arcane / +3% blight Changes resistances penetration: +5% blight Light radius: +2 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 239/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 33 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
supercharged elm totem of thorny skin [power 12] (28 cooldown) supercharged elm totem of thorny skin [power 12] (28 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 12 and armour hardiness by 30%, placing all other charms into a 28 cooldown. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Asovz the Cornac Sun Paladin level 18
15th Haze 122nd year of Ascendancy at 20:15 see stats
Level 10
Got a character to level 10.By Asovz the Cornac Sun Paladin level 10
8th Mirth 122nd year of Ascendancy at 00:18 see stats
Lost in translation
Destroy the naga portal in the slazish fens and be caught in the aftereffect.By Asovz the Cornac Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 00:28 see stats
The secret city
Discovered the truth about mages.By Asovz the Cornac Sun Paladin level 18
13rd Haze 122nd year of Ascendancy at 11:20 see stats
Log
Talent Infusion: Movement is ready to use.
Talent Healing Light is ready to use.
Asovz casts Healing Light.
You are yanked out of this place!
You gain 3.28 gold from the transmogrification of storming quiver of ash arrows of crippling (15/15, 19-26.6 power, 7 apr).
You gain 2.43 gold from the transmogrification of reinforced dwarven-steel shield of reflection (8 def, 8 armour, 34 dam, 124.5 block).
You gain 0.75 gold from the transmogrification of dwarven-steel shield (8 def, 2 armour, 32 dam, 81 block).
You gain 1.95 gold from the transmogrification of pair of hardened leather boots of evasion (5 def, 3 armour).
You gain 1.40 gold from the transmogrification of spellwoven cashmere robe of frost (+18%) (2 def, 0 armour).
You gain 0.75 gold from the transmogrification of dwarven-steel waraxe (18-25.2 power, 4 apr).
You gain 1.80 gold from the transmogrification of balanced steel waraxe (13.5-18.9 power, 3 apr).
You gain 1.69 gold from the transmogrification of acidic dwarven-steel waraxe of massacre (25.5-35.7 power, 4 apr).
You gain 7.13 gold from the transmogrification of void walker's ash starstaff (15-18 power, 3 apr, light damage).
You gain 3.32 gold from the transmogrification of shimmering yew magestaff of fate (20-24 power, 4 apr, cold damage).
You gain 3.78 gold from the transmogrification of cruel ash magestaff of illumination (15-18 power, 3 apr, lightning damage).
You gain 2.77 gold from the transmogrification of mighty cured leather sling of fire.
You gain 2.46 gold from the transmogrification of horrifying thorny mindstar of life (8-8.8 power, 24 apr, nature damage).
You gain 0.70 gold from the transmogrification of steel mace of massacre (18.5-25.9 power, 3 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel mace (25.5-35.7 power, 4 apr).
You gain 2.49 gold from the transmogrification of acidic dwarven-steel mace of projection (25-35 power, 4 apr).
You gain 2.91 gold from the transmogrification of mighty ash longbow of lightning.
You gain 2.35 gold from the transmogrification of balanced steel greatmaul of massacre (36.5-54.75 power, 2 apr).
You gain 2.04 gold from the transmogrification of arcing steel greatmaul of crippling (22.5-33.75 power, 2 apr).
You gain 0.25 gold from the transmogrification of gold ring.
Saving done.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving done.
Saving game...
