
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 17 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by Polre the halfling at level 17 on the 48th Haze 122nd year of Ascendancy at 01:09 4 / 2Killed by LA PALOMA OHEY at level 17 on the 48th Haze 122nd year of Ascendancy at 01:14 |
Primary Stats
| Strength | 44 (base 37) |
| Dexterity | 23 (base 15) |
| Constitution | 12 (base 10) |
| Magic | 47 (base 38) |
| Willpower | 20 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | 479/479 |
| Positive | 97/98 |
| Healing Factor | 1.5164835164835 |
| Regeneration | 8.6322396619914 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 44 |
| Crit Chance | 4% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Mind | +9% |
| Arcane | +9% |
| Fire | +20% |
| Acid | +15% |
Offense: Damage Penetration
| Mind | +30% |
| Lightning | +7% |
| Darkness | +25% |
| Cold | +8% |
| Blight | +15% |
| Arcane | +5% |
| Fire | +29% |
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 37.416050405667 (76.629213483146%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 41 |
| Physical Save | 25 |
| Spell Save | 45 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 40%( 70%) |
| All | 0%( 70%) |
| Darkness | + 20%( 70%) |
| Light | + 9%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+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 Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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. | 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed length of troll intestine. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within3 lumberjacks have died. | 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 | Halehad the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +4 ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) HP.reg +0.80 ---------- misc Max.enc +20 Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Blackkarma (22/22, 114% power, 1 apr)3.0 T1 shot ammo [Rare] Psionic Power 114% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 22 Ranged+ +18 physical +20 darkness On Hit.r1 +4 darkness On Hit: * 40% chance to inflict 15% damage reduction * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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 | Tarryrohor the Fogedge (0 def, 3 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +6 Mag +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +9% darkness +6% arcane Res.pen +15% blight Melee Ret 8 arcane ----- def ----- Armour +3 Fatigue +5% ---------- misc Max.mana +80.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Salymina the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +20.00 Heal.mod +5% Disarm- +22% ---------- misc Max.stam +5.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prismqueen (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Dmg.mod +3% arcane Res.pen +5% arcane Acc +4 (+2 eff.) ----- def ----- Resists +5% arcane +9% light ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Lorayandil0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +9% mind +11% fire Res.pen +5% mind ----- def ----- Resists +22% fire ---------- misc Max.psi +40.00 Rings can have magical properties. |
| On fingers | Eremoruikath the Flashdredge0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% acid +9% fire Res.pen +20% fire Acc +6 (+2 eff.) ----- def ----- Resists +3% acid Rings can have magical properties. |
| Around neck | copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
| In main hand | elemental dwarven-steel mace of projection (132% power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Arcane/Psionic Power 132% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Random elemental explosion * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +10% acid +9% fire +8% cold +7% lightning Blunt and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 100% power, 60 block)7.0 T2 shield armor [Unique] Nature When used to Attack: Power 131% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Xanaba (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Wil +2 Con dps ---------- Crit.mult +5.00% Dmg.mod +12% acid Res.pen +25% mind ----- def ----- Defense +2 (+1 eff.) ---------- misc Psi/ret +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xerussra the Nightgasher (5 def, 11 armour)17.0 T3 massive armor [Rare] Nature While equipped: dps ---------- Res.pen +25% darkness Melee Ret 8 light On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Max.HP +63.00 HP.reg +1.50 Heal.mod +15% A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings can have magical properties. |
Surefire4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Steady Shot: Level 2.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
balanced dwarven-steel longsword of vileness (126% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 127% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 blight On Hit: * 5% chance to disease While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +22% Sharp, long, and deadly. |
plaguebringer's steel longsword of projection (109% power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Arcane/Psionic Power 109% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 blight On Hit: 10% Epidemic 2 On Hit: * 6% chance to disease * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: ----- def ----- Disease- +13% Sharp, long, and deadly. |
Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
linen cloak 'Makan' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Wil ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +9% light +11% cold Heal/summ +20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brenestir the rough leather cap (0 def, 7 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con ----- def ----- Armour +7 Fatigue +1% Resists +6% blight Pinning- +5% Teleport- +20% A cap made of leather. |
cleansing steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +14% Resists +7% acid +7% cold +11% nature +11% blight ---------- misc Breathe water A suit of armour made of mail. |
radiant steel plate armour of Eyal (4 def, 9 armour)17.0 T2 massive armor [Ego++] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 4 light ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +10% blight +11% darkness Max.HP +45.00 HP.reg +1.40 Heal.mod +12% ---------- misc Light +1 A suit of armour made of metal plates. |
coruscating steel shield of radiance (6 def, 2 armour, 100% power, 39.5 block)7.0 T2 shield armor [Ego++] Arcane When used to Attack: Power 110% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +3.0% Block +40 Melee+ +11 light +11 fire While equipped: Stats +2 Str +2 Mag +4 Con dps ---------- Melee Ret 14 fire On Melee Ret: * 14% chance to blind ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +11% light +11% fire ---------- misc Talents +2 Block Handheld deflection devices. |
iron shield 'Thundergrind' (4 def, 2 armour, 100% power, 20.5 block)7.0 T1 shield armor [Rare] Master When used to Attack: Power 99% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +2.5% Block +20 Melee+ +4 lightning On Hit: * 10 arcane resource burn While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +16% acid +12% light ---------- misc Talents +1 Block Handheld deflection devices. |
7 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. |
59 alchemist agate0.0 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. |
3 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. |
4 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
15 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)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. |
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. |
hateful pouch of steel shots of wind (18/18, 122% power, 2 apr)3.0 T2 shot ammo [Ego+] Nature/Psionic Power 122% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 18 Proj.spd +200% Ranged+ +7 darkness Against +9% Living On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
3 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. |
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. |
12 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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
Killed Ben Cruthdar the Cursed.By LA PALOMA OHEY the Higher Sun Paladin level 12
8th Haze 122nd year of Ascendancy at 23:52 see stats
Level 10
Got a character to level 10.By LA PALOMA OHEY the Higher Sun Paladin level 10
1st Summertide 122nd year of Ascendancy at 06:29 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By LA PALOMA OHEY the Higher Sun Paladin level 3
77th Pyre 122nd year of Ascendancy at 20:15 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By LA PALOMA OHEY the Higher Sun Paladin level 10
9th Dusk 122nd year of Ascendancy at 06:16 see stats
The Arena
Unlocked Arena mode.By LA PALOMA OHEY the Higher Sun Paladin level 10
6th Flare 122nd year of Ascendancy at 18:15 see stats
The secret city
Discovered the truth about mages.By LA PALOMA OHEY the Higher Sun Paladin level 16
39th Haze 122nd year of Ascendancy at 15:08 see stats
Log
LA PALOMA OHEY is dazed!
LA PALOMA OHEY hits Polre the halfling for (7 resist armour), 0 light, (8 resist armour), 0 arcane (0 total damage).
Polre the halfling hits LA PALOMA OHEY for 43 physical, 4 arcane, 5 arcane, 7 physical, 5 physical (64 total damage).
Talent Block is ready to use.
LA PALOMA OHEY casts Brandish.
LA PALOMA OHEY misses Polre the halfling.
LA PALOMA OHEY hits Polre the halfling for (10 resist armour), 16 physical, (10 resist armour), 10 light (26 total damage).
Polre the halfling throws a finishing uppercut.
LA PALOMA OHEY is not dazed anymore.
Polre the halfling casts Manathrust.
Polre the halfling's spell attains critical power!
Polre the halfling breathes sand!
LA PALOMA OHEY is stunned!
LA PALOMA OHEY hits Polre the halfling for (7 resist armour), 0 light, (8 resist armour), 0 arcane (0 total damage).
Polre the halfling hits LA PALOMA OHEY for 59 physical, 4 arcane, 5 arcane, 7 physical, 63 arcane, 125 physical (264 total damage).
LA PALOMA OHEY the level 17 higher sun paladin was shattered to death by Polre the halfling on level 1 of Ambush!.
You have 4 life(s) left.
LA PALOMA OHEY is not stunned anymore.
LA PALOMA OHEY stops regenerating health quickly.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Polre the halfling killed LA PALOMA OHEY!
Talent Block is ready to use.
Talent Rune: Phase Door is ready to use.
Talent Dig is ready to use.
Saving done.
Saving game...



















































































