












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This 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 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Forbidden Cults 1.6.7Official 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 | Normal Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 14 / 62% |
| Size | big |
| Lifes / Deaths | Killed by Emelinn the copperhead snake at level 8 on the 9th Flare 122nd year of Ascendancy at 12:31 1 / 4Killed by Emelinn the copperhead snake at level 8 on the 9th Flare 122nd year of Ascendancy at 14:27 Killed by Assassin Lord at level 12 on the 29th Dusk 122nd year of Ascendancy at 06:19 Killed by worm that walks at level 14 on the 55th Haze 122nd year of Ascendancy at 03:58 |
Primary Stats
| Strength | 33 (base 30) |
| Dexterity | 18 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 48 (base 38) |
| Willpower | 11 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | 563/563 |
| Positive | 59/59 |
| Healing Factor | 1.1714285714286 |
| Regeneration | 5.0957142857143 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 16 |
| Crit Chance | 2% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Light | +10% |
| Blight | +4% |
| Arcane | +13% |
| Nature | +11% |
| All | 0% |
Offense: Damage Penetration
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 18 |
| Physical Save | 30 |
| Spell Save | 26 |
| Mental Save | 27 |
Defense: Resistances
| Blight | + 16%( 70%) |
| Cold | + 17%( 70%) |
| All | 0%( 70%) |
| Lightning | + 8%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 9%( 70%) |
| Mind | + 10%( 70%) |
| Darkness | + 3%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 225 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 262 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Chant of Fortitude |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | 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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' 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 red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 | Lisera the pair of iron boots (0 def, 9 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Melee Ret 4 acid ----- def ----- Armour +9 Fatigue +2% Resists +5% lightning +6% temporal Die.at -60.00 life ---------- misc 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 | flaming quiver of elm arrows of accuracy (19/19, 13.5-18.9 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane/Master Power 13.5 - 18.9 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Acc +9 Apr +5 Crit +1.0% Capacity 19 On Hit.r1 +9 fire Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Vorodhenor the Hazeborn (5 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +5 (+5 eff.) Fatigue +5% Resists +3% lightning Phys.save +11 (+6 eff.) Die.at -80.00 life Max.HP +20.00 Disease- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | blighted iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 6 blight Dmg.mod +4% blight +3% arcane ----- def ----- Armour +1 Fatigue +1% Resists +5% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elm wand of shielding 'Rimedash' [power 110] (20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +3 Cun ----- def ----- Resists +6% cold ---------- misc Infravis +3 Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's copper ring of arcana (+0.11/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+3 eff.) ----- def ----- Silence- +20% ---------- misc Mana/turn +0.11 Rings can have magical properties. |
| On fingers | mule's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Fatigue -4% Resists +22% nature ---------- misc Max.enc +20 Rings can have magical properties. |
| Around neck | clarifying copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% mind Confus- +20% Amulets can have magical properties. |
| In main hand | Crystalline Iron mace (14.375-20.125 power, 2 apr)3.0 T1 mace 1H weapon [Unique] Arcane A part of set. Power 14.4 - 20.1 Arcane Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Blunt and deadly. Transformed with the power of the Spellblaze. |
| Around waist | Dourbloom1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+3 eff.) Dmg.mod +9% darkness Res.pen +15% fire ----- def ----- Resists +3% darkness +3% temporal Phys.save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | Xeridhethra the iron shield (0 def, 2 armour, 10-12 power, 17 block)7.0 T1 shield armor [Rare] Nature When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +17 While equipped: Stats +6 Con +1 Mag ----- def ----- Armour +2 Fatigue +8% Resists +11% nature +11% blight ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Nadrakhad (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 31% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold Max.HP +40.00 HP.reg +2.00 Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aeruntir the rough leather armour (3 def, 4 armour)9.0 T1 light armor [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +3 (+3 eff.) Fatigue +6% Phys.save +6 (+3 eff.) Max.HP +20.00 HP.reg +2.10 ---------- misc Stam/turn +0.50 Mana/turn +0.12 A suit of armour made of leather. |
Inventory
steel battleaxe (22.5-33.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 22.5 - 33.8 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+11 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Voraba the steel mace (15.5-21.7 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Nature Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 nature While equipped: Stats +5 Str +4 Con ----- def ----- Crit.dmg- 15.00% ---------- misc Infravis +2 Blunt and deadly. |
steel mace (12.5-17.5 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
infernal ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Crit.mult +17.00% Spell.pwr +9 (+3 eff.) Melee+ 18 fire Dmg.mod +15% lightning ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
miner's pair of iron boots (0 def, 5 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Fulirain the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% acid ----- def ----- Armour +3 Fatigue +5% Resists +11% light +11% darkness Spell.save +3 (+2 eff.) Blind- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rainrace (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% mind +6% cold Res.pen +5% light ----- def ----- Armour +1 Fatigue +1% Resists +8% cold ---------- misc Max.psi +20.00 Breathe water A cap made of leather. |
linen wizard hat of the mountain (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Defense +1 (+1 eff.) Resists +11% physical A pointy cloth hat, very wizardly... |
Frozennight (2 def, 4 armour)14.0 T1 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +3% cold Res.pen +10% cold ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +3% acid +16% fire +3% nature A suit of armour made of mail. |
prismatic steel plate armour of spell shielding (0 def, 9 armour)17.0 T2 massive armor [Ego] Arcane While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% arcane +10% light +10% darkness Spell.save +12 (+6 eff.) A suit of armour made of metal plates. |
42 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. |
2 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. |
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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of focus2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- misc Light +5 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
4 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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
Level 10
Got a character to level 10.By 2HS&B the Ogre Sun Paladin level 10
4th Dusk 122nd year of Ascendancy at 04:45 see stats
The Arena
Unlocked Arena mode.By 2HS&B the Ogre Sun Paladin level 11
8th Dusk 122nd year of Ascendancy at 19:28 see stats
The secret city
Discovered the truth about mages.By 2HS&B the Ogre Sun Paladin level 11
11st Dusk 122nd year of Ascendancy at 05:11 see stats
Log
A carrion worm mass bursts out of 2HS&B!
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Worm that walks killed 2HS&B!
Saving game...
Resting starts...
Talent Block is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Healing Light is ready to use.
Talent Shield of Light is ready to use.
Rested for 10 turns (stop reason: dialog is displayed).
Saving done.
2HS&B activates Shield of Light.
Talent Barrier is ready to use.
Resting starts...
Talent Chant of Fortitude is ready to use.
2HS&B activates Chant of Fortitude.
Talent Rune: Shatter Afflictions is ready to use.
Talent Providence is ready to use.
Talent Ogric Wrath is ready to use.
Rested for 31 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
2HS&B deactivates Shield of Light.
2HS&B deactivates Chant of Fortitude.


















































































