Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/Buyers bonus! |
| Campaign | --- |
| Mode | --- --- |
| Sex | Male |
| Race | Construct |
| Class | Golem |
| Level / Exp | 26 / 0% |
| Size | big |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 60 (base 42) |
| Dexterity | 26 (base 12) |
| Constitution | 27 (base 12) |
| Magic | 44 (base 32) |
| Willpower | 20 (base 10) |
| Cunning | 26 (base 10) |
Resources
| Life | 646/646 |
| Mana | 220/220 |
| Stamina | 200/200 |
| Healing Factor | 1.4653791243655 |
| Regeneration | 6.2278612785534 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 10 |
| See Invisible | 30 |
Offense: Mainhand
| Damage | 68 |
| Accuracy | 33 |
| Crit Chance | 7% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 27.08934837382 (81.030927835052%) |
| Defense | 22 |
| Ranged Defense | 28 |
| Fatigue | 40 |
| Physical Save | 29 |
| Spell Save | 25 |
| Mental Save | 20 |
Defense: Resistances
| All | + 7%(100%) |
Defense: Immunities
| Stoning Resistance | 100% |
| Disarm Resistance | 30% |
| Bleed Resistance | 100% |
| Knockback Resistance | 30% |
| Fear Resistance | 100% |
| Stun Resistance | 32% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 197 damage for 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 230.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a wave of acid in a cone of radius 6, doing 117.20 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 35 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 108.60 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. |
Class Talents
| Golem / Fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Golem / Arcane | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Effects
| talent | Reflective Skin |
Quests
Equipment
| Socketed Gems | diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
| Socketed Gems | diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
| In off hand | coruscating voratun shield of cold resistance (+12%) (12 def, 3 armour, 185 block) coruscating voratun shield of cold resistance (+12%) (12 def, 3 armour, 185 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Damage when hit (Melee): 19 fire Changes stats: +2 Str Changes resistances: +15% cold / +12% fire Talent granted: +5 Block Handheld deflection devices. |
| Main armor | stralite plate armour 'Cracklekill' (7 def, 13 armour) stralite plate armour 'Cracklekill' (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 mind Changes stats: +4 Str / +6 Cun / +5 Con Changes resistances: +12% acid / +13% physical / +12% fire / +22% lightning / +13% cold Changes damage: +15% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +30% Stun/Freeze immunity: +32% Knockback immunity: +30% Hate when firing a critical mind attack: +3.00 Maximum psi: +30.00 A suit of armour made of metal plates. |
| In main hand | Zylathafang the stralite mace (38.5-53.9 power, 5 apr) Zylathafang the stralite mace (38.5-53.9 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +26 insidious poison When wielded/worn: Changes stats: +2 Str / +4 Dex / +2 Mag Changes resistances penetration: +25% mind Mindpower: +8 (+4 eff.) Light radius: +3 Blunt and deadly. |
Inventory
biting gale rune of the psychic (91 cold damage; freeze 3 turns with power 33) biting gale rune of the psychic (91 cold damage; freeze 3 turns with power 33)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 91.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 33 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Balumastir the Flashslice (43-60.2 power, 6 apr) Balumastir the Flashslice (43-60.2 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +37 insidious poison Burst (radius 2) on crit: +16 lightning / +4 mind When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +3 Cun Changes resistances penetration: +15% lightning Maximum psi: +10.00 Sharp, long, and deadly. |
Corpsespawner the elven-wood starstaff (25-30 power, 5 apr, temporal element) Corpsespawner the elven-wood starstaff (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +20% nature Changes damage: +6% nature / +25% temporal Talent granted: +1 Command Staff Spell save: +30 (+15 eff.) Mana each turn: +0.08 Spellpower: +17 (+8 eff.) Spell crit. chance: +18% It can be used to unleash an elemental blastwave, dealing 42.81 to 51.37 temporal damage in a radius 5 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Poxrune (30-36 power, 6 apr, fire element) Poxrune (30-36 power, 6 apr, fire element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +32 mind / +8 nature When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 nature Changes resistances: +6% mind Changes resistances penetration: +10% nature Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower: +15 (+7 eff.) Spell crit. chance: +5% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 66.37 light damage. Staves designed for wielders of magic, by the greats of the art. |
Skyshear the ash vilestaff (15-18 power, 3 apr, darkness element) Skyshear the ash vilestaff (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +4 mind When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes resistances: +3% mind Changes damage: +15% blight / +15% fire / +15% darkness / +15% acid Talent granted: +1 Command Staff Critical mult.: +11.00% Mana each turn: +0.14 Spellpower: +19 (+9 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+9 eff.) It can be used to activate talent Arcane Supremacy (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
earthen ash vilestaff of warding (15-18 power, 3 apr, blight element) earthen ash vilestaff of warding (15-18 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Armour Hardiness: +4% Defense: +5 (+2 eff.) Maximum wards: +2 blight Changes damage: +15% blight Talents granted: +1 Command Staff +2 Ward Physical save: +3 (+2 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
earthen yew vilestaff of projection (20-24 power, 4 apr, blight element) earthen yew vilestaff of projection (20-24 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Armour Hardiness: +4% Changes damage: +20% blight Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spellpower: +12 (+6 eff.) Spell crit. chance: +5% It can be used to project a bolt elemental energy from the staff (to range 8) dealing 39.93 to 47.92 blight damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff of might (17-20.4 power, 3 apr, acid element) potent ash vilestaff of might (17-20.4 power, 3 apr, acid element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% acid Talent granted: +1 Command Staff Spellpower: +8 (+4 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
short yew starstaff (20-24 power, 4 apr, physical element) short yew starstaff (20-24 power, 4 apr, physical element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
cashmere cloak 'Torufast' (8 def, 4 armour) cashmere cloak 'Torufast' (8 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +9% temporal / +3% cold Physical save: +20 (+10 eff.) Disease immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Gleamsaw' (3 def, 0 armour) elven-silk cloak 'Gleamsaw' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 20 light / 8 fire Changes resistances: +9% light Changes resistances penetration: +25% light / +10% fire Physical save: +11 (+6 eff.) Mental save: +10 (+5 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cuthizilaldil the Brandbright (5 def, 0 armour) Cuthizilaldil the Brandbright (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 16 lightning / 20 fire Changes resistances: +34% lightning / +12% fire Changes resistances penetration: +10% fire Changes damage: +15% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Gloruth' (2 def, 4 armour) cashmere robe 'Gloruth' (2 def, 4 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 mind Changes resistances: +12% acid / +9% darkness / +14% blight / +24% fire / +22% cold Changes damage: +16% fire / +15% cold Disease immunity: +5% Knockback immunity: +5% Life regen: +2.60 Maximum life: +61.00 Healing mod.: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe (3 def, 0 armour) verdant silk robe (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Con Changes damage: +6% nature Poison immunity: +34% Disease immunity: +39% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Squalorpulverizer the hardened leather gloves (0 def, 2 armour) Squalorpulverizer the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +6 Armour: +2 Changes stats: +3 Cun / +4 Dex Changes resistances: +9% temporal Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Poison immunity: +20% Pinning immunity: +15% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beliriatha (0 def, 3 armour) Beliriatha (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex Changes resistances: +9% fire / +6% mind / +12% light Reduces incoming crit damage: 10.00% Pinning immunity: +10% Teleport immunity: +20% A cap made of leather. |
Lorygoblek (0 def, 1 armour) Lorygoblek (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +2 Physical power: +8 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +7 Con A cap made of leather. |
clarifying linen wizard hat of the sentry (1 def, 0 armour) clarifying linen wizard hat of the sentry (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Mental save: +6 (+3 eff.) Infravision radius: +3 See stealth: +6 See invisible: +6 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 28%, and attempts to push all creatures other then yourself out of its radius, inflicting 5.68 light damage and 5.68 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
reinforced leather armour of the deep (4 def, 10 armour) reinforced leather armour of the deep (4 def, 10 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +9% acid / +9% cold Allows you to breathe in: water A suit of armour made of leather. |
Isyma the Arcresolve (9 def, 23 armour) Isyma the Arcresolve (9 def, 23 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +8 Con Changes resistances: +8% acid / +11% physical / +7% cold / +17% lightning / +9% fire Changes damage: +15% lightning A suit of armour made of metal plates. |
Achievements
Log
Lore found: fourth mural painting
Lore found: first mural painting
You gain 0.61 gold from the transmogrification of healing infusion (heal 37).
You gain 0.24 gold from the transmogrification of hardened leather belt of shielding.
Edward wears (replacing reinforced leather armour of the deep (4 def, 10 armour)): Gulaith (12 def, 0 armour).
You give reinforced leather armour of the deep (4 def, 10 armour) to Alphonse (servant of Edward).
You give verdant silk robe (3 def, 0 armour) to Alphonse (servant of Edward).
You give clarifying linen wizard hat of the sentry (1 def, 0 armour) to Alphonse (servant of Edward).
Edward casts Extract Gems.
You extract emerald from chilling dwarven-steel battleaxe (29.5-44.25 power, 2 apr)
Character control switched to Alphonse (servant of Edward).
Error while transfering Corpsespawner the elven-wood starstaff (25-30 power, 5 apr, temporal element) to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Error while transfering Corpsespawner the elven-wood starstaff (25-30 power, 5 apr, temporal element) to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Error while transfering Corpsespawner the elven-wood starstaff (25-30 power, 5 apr, temporal element) to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Character control switched to Edward.
Character control switched to Alphonse (servant of Edward).
Saving game...
You transfer earthen ash vilestaff of warding (15-18 power, 3 apr, blight element) from the online item's vault.
Saving done.
Alphonse (servant of Edward) deactivates Reflective Skin.
