











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Higher |
Class | Possessor |
Level / Exp | 23 / 18% |
Size | medium |
Lifes / Deaths | Killed by Arrral the human at level 23 on the 11st Regrowth 123rd year of Ascendancy at 17:37 4 / 1 |
Primary Stats
Strength | 65 (base 51) |
Dexterity | 60 (base 51) |
Constitution | 59 (base 51) |
Magic | 63 (base 51) |
Willpower | 67 (base 51) |
Cunning | 66 (base 51) |
Resources
Life | 92/391 |
Equilibrium | 20 |
Psi | 64/362 |
Healing Factor | 1.3209606986899 |
Regeneration | 0.33024017467247 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +96.773823903129% |
Vision
Sight | 15 |
Lite | 8 |
Infravision | 12 |
See Stealth | 87.995350538111 |
See Invisible | 87.995350538111 |
ESP Range | 15 |
ESP Kinds | humanoid/human, dragon |
Offense: Mainhand
Damage | 84 |
Accuracy | 60 |
Crit Chance | 21% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 62 |
Crit Chance | 20% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Mind | +24% |
Lightning | +9% |
Physical | +8% |
Cold | +19% |
Nature | +15% |
Offense: Damage Penetration
Cold | +7% |
Acid | +15% |
Mind | +5% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 26 (83.311688311688%) |
Defense | 60 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 47.3 |
Spell Save | 47.9 |
Mental Save | 47 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 55%( 70%) |
Cold | + 41%( 70%) |
All | + 13%( 70%) |
Lightning | + 27%( 70%) |
Light | + 26%( 70%) |
Temporal | + 37%( 70%) |
Mind | + 20%( 70%) |
Physical | + 26%( 70%) |
Fire | + 40%( 70%) |
Nature | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 25% |
Poison Resistance | 15% |
Blind Resistance | 90% |
Silence Resistance | 10% |
Teleport Resistance | 10% |
Pinning Resistance | 30% |
Disarm Resistance | 37% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (3/5)
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: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 548% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 490% 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. |
Class Talents
Psionic / Possession | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Deep horror | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Psionic / Psionic menace | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Battle psionics | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Body snatcher | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic blows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Ravenous mind | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Higher | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Mentalism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Channel Pain |
talent | Psionic Disruption |
talent | Chant of Fortress |
talent | Elemental Harmony |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is wrapped in disorientating smoke, confusing them and reducing vision range by 7. Shadow Smoke |
beneficial effect | Increases all stats by 5. Elemental Harmony |
beneficial effect | Increases defense by 22. Mobile Defense |
beneficial effect | Detects creatures of type humanoid/human in radius 15. Overseer of Nations |
detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-3% global speed). Solipsism |
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 successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 +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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bear paw. * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed warg claw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed minotaur nose. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +1% Changes resistances: +2% physical Changes damage: +6% acid Physical save: +15 (+1 eff.) Poison immunity: +15% Silence immunity: +10% Only die when reaching: -80.00 life A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 28.5 - 34.2 Uses stats: 70% Dex, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 17 On weapon hit: * 40% chance to cause random gloom * 25% chance to put talents on cooldown Damage (Ranged): +10 temporal / +8 nature / +16 fire Burst (radius 1) on hit: +4 blight / +4 fire Shots are used with slings to pummel your foes to death. |
Light source | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid / 21 fire Changes resistances: +3% acid / +7% fire / +5% arcane Changes resistances penetration: +15% acid Changes damage: +9% acid Mental save: +9 (+3 eff.) Light radius: +8 See stealth: +14 See invisible: +14 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 16 mind Changes stats: +2 Wil / +3 Con Changes resistances penetration: +5% mind Grants telepathy: Dragon Spell save: +6 (+0 eff.) Psi when hit: +0.08 Mental crit. chance: +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Changes resistances: +9% lightning / +4% physical / +5% arcane / +3% temporal Physical save: +6 (+0 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +37% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +12% light / +6% blight Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence Blindness immunity: +5% Teleport immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 57 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Str Changes resistances: +25% cold / +3% light / +1% physical Changes damage: +11% cold Rings can have magical properties. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +24% nature / +9% mind Changes resistances penetration: +25% nature Changes damage: +15% nature Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +16% temporal / +5% arcane / +12% fire Spell save: +9 (+0 eff.) Blindness immunity: +15% Pinning immunity: +20% Knockback immunity: +23% Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +7 ice / +12 fire When wielded/worn: Armour: +8 Damage when hit (Melee): 12 fire Changes stats: +6 Cun Changes resistances penetration: +7% cold Changes damage: +9% mind Maximum hate: +4.00 One-handed war axes. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Physical save: +5 (+0 eff.) Mental save: +20 (+7 eff.) Blindness immunity: +25% Confusion immunity: +25% Pinning immunity: +10% Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Fatigue: -12% Changes stats: +1 Dex / +2 Wil / +4 Cun Changes resistances: +6% blight / +3% temporal / +6% acid Critical mult.: +10.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +8% lightning / +6% temporal / +8% cold / +5% arcane / +12% fire Changes damage: +9% lightning / +8% physical / +15% mind / +8% cold Psi when hit: +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 28 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.00 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] 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 (123 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 112 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. |
![]() Powered 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 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Alpharius the Higher Possessor level 19
1st Decay 122nd year of Ascendancy at 13:07 see stats
By Alpharius the Higher Possessor level 10
6th Mirth 122nd year of Ascendancy at 15:49 see stats
By Alpharius the Higher Possessor level 20
3rd Decay 122nd year of Ascendancy at 00:33 see stats
By Alpharius the Higher Possessor level 14
12nd Haze 122nd year of Ascendancy at 14:41 see stats
By Alpharius the Higher Possessor level 13
38th Dusk 122nd year of Ascendancy at 22:48 see stats
By Alpharius the Higher Possessor level 15
12nd Haze 122nd year of Ascendancy at 15:03 see stats
By Alpharius the Higher Possessor level 10
10th Mirth 122nd year of Ascendancy at 22:04 see stats
By Alpharius the Higher Possessor level 15
45th Haze 122nd year of Ascendancy at 06:29 see stats
By Alpharius the Higher Possessor level 10
2nd Summertide 122nd year of Ascendancy at 15:42 see stats
By Alpharius the Higher Possessor level 15
44th Haze 122nd year of Ascendancy at 21:36 see stats
By Alpharius the Higher Possessor level 17
56th Haze 122nd year of Ascendancy at 12:41 see stats
Log
Rowleai the human strafes with his steamguns!
Rowleai the human's Strafe performs a ranged critical strike against Alpharius!
Alpharius's mind surges with critical power!
Alpharius mentally dismisses some damage!
Alpharius converts some damage to Psi!
Rowleai the human's Strafe hits Alpharius for 53 to psi, 53 physical, (6 dismissed), 1 to psi, 1 acid, (5 dismissed), 2 to psi, 2 darkness (112 total damage).
Rowleai the human's Strafe hits Alpharius for 40 to psi, 39 physical, (5 dismissed), 2 to psi, 2 darkness, (3 dismissed), 1 to psi, 1 lightning (85 total damage).
Alpharius is dazed!
Rowleai the human is invigorated by the attack!
Rowleai the human's armor corrodes!
Rowleai the human is invigorated by the attack!
Rowleai the human is invigorated by the attack!
Alpharius hits Rowleai the human for (18 resist armour), 4 fire, 0 arcane, (13 resist armour), 0 mind, 0 arcane (4 total damage).
Rowleai the human resists the mind attack!
Psionic Disruption from Alpharius hits Rowleai the human for (13 resist armour), 0 mind (0 total damage).
Rowleai the human strafes with his steamguns!
Rowleai the human's Strafe performs a ranged critical strike against Alpharius!
Alpharius is not dazed anymore.
Alpharius's mind surges with critical power!
Alpharius mentally dismisses some damage!
Alpharius converts some damage to Psi!
Rowleai the human's Strafe hits Alpharius for 61 to psi, 61 physical, (5 dismissed), 2 to psi, 2 darkness, (3 dismissed), 1 to psi, 1 lightning (128 total damage).
Rowleai the human's Strafe hits Alpharius for 39 to psi, 39 physical, (4 dismissed), 2 to psi, 2 acid, (7 dismissed), 1 to psi, 1 darkness (84 total damage).
Alpharius deactivates Chant of Fortress.
Alpharius deactivates Psionic Disruption.
The smoke around Alpharius dissipate.
Alpharius deactivates Channel Pain.
Alpharius deactivates Elemental Harmony.