











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Steamtech UI 1.1.4 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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 | Arena |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 44 / 9% |
| Size | big |
| Lifes / Deaths | Killed by Nm at level 44 on the 1st Mirth 122nd year of Ascendancy at 07:37 7 / 2Killed by Lord of Skulls (warrior) at level 44 on the 1st Mirth 122nd year of Ascendancy at 07:37 |
Primary Stats
| Strength | 117 (base 60) |
| Dexterity | 18 (base 10) |
| Constitution | 54 (base 51) |
| Magic | 65 (base 60) |
| Willpower | 16 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -137/1150 |
| Positive | 1/179 |
| Stamina | 212/244 |
| Healing Factor | 1.2997803169826 |
| Regeneration | 10.723187615106 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +32% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 143 |
| Accuracy | 46 |
| Crit Chance | 12% |
| APR | 4 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Light | +8% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +8% |
| Light | +42% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 53.36174050493 (81.898876157654%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 41 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 26%( 70%) |
| Light | + 46%( 70%) |
| Darkness | + 22%( 70%) |
| Blight | + 31%( 70%) |
| Cold | + 25%( 70%) |
| Fire | + 10%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Instadeath Resistance | 100% |
| Blind Resistance | 67% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 474 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 137 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. Its effects scale with your Strength stat. |
| 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 316 damage for 6 turns. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Celestial / Guardian | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | active |
Equipment
| On feet | stealthy pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +6 Dex / +3 Mag / +3 Wil / +11 Lck Stealth bonus: +9 It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Light source | brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
| On head | stabilizing rough leather cap of strength (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Physical save: +10 (+4 eff.) A cap made of leather. |
| Tool | overpowered elven-wood wand of shielding [power 638] (28 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 638 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 28 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | titan's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +1.00 Rings make your fingers look great! |
| On fingers | warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
| Around neck | restful gold amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +2 Mag Life regen: +2.00 Amulets make your neck look great! |
| In main hand | Delareblek the Nightspitter (118% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 119% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +10 nature / +20 darkness Damage (radius 2) on crit: +25 lightning / +10 cold / +12 mind When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +2 Dex Changes resistances: +3% darkness Changes resistances penetration: +8% lightning / +10% cold Mental save: +3 (+1 eff.) Movement speed: +32% Combat speed: +10% One-handed war axes. |
| On hands | blighted dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 blight Changes stats: +2 Str Changes resistances: +5% blight Changes damage: +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. |
| In off hand | acidic stralite shield of lightning resistance (+18%) (0 def, 8 armour, 158% power, 144 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 158% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +144 On weapon hit: * 14% chance to reduce armor by 32% When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 9 acid Changes resistances: +18% lightning Talent granted: +1 Block Handheld deflection devices. |
| Cloak | thick cashmere cloak (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes resistances: +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant dwarven-steel plate armour of command (8 def, 16 armour)Requires: - Massive armour training - Strength 35 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +8 (+4 eff.) Fatigue: +22% Changes stats: +3 Cun / +3 Wil Changes resistances: +18% blight / +10% darkness Mental save: +13 (+6 eff.) Light radius: +2 A suit of armour made of metal plates. |
Inventory
blink rune (range 5; phase 15; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% mind Confusion immunity: +22% Amulets make your neck look great! |
cleansing voratun amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +22% nature / +18% blight Poison immunity: +31% Disease immunity: +40% Amulets make your neck look great! |
stabilizing gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +15% temporal Pinning immunity: +22% Knockback immunity: +35% Amulets make your neck look great! |
gold ring of corrosion (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% acid Changes damage: +12% acid Rings make your fingers look great! |
psionicist's steel ring of powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Wil Mental save: +6 (+3 eff.) Spellpower: +6 (+2 eff.) Mindpower: +7 (+5 eff.) Rings make your fingers look great! |
blazebringer's stralite battleaxe (154% power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 155% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (radius 2) on crit: +103 fire When wielded/worn: Changes resistances penetration: +19% fire Global speed: +7% Massive two-handed battleaxes. |
dwarven-steel greatmaul (152% power, 2 apr)Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 152% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. |
The Black Spike (159% power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
creative living mindstar (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Talent granted: +1 Attune Mindstar Critical mult.: +14.00% Mindpower: +10 (+7 eff.) Mental crit. chance: +5% 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. |
vined mindstar (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +4 (+4 eff.) Mental crit. chance: +2% 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. |
Staff of Bones (120% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 200% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones Talent granted: +1 Command Staff Spellpower: +20 (+7 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
dragonbone starstaff of protection (136% power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% temporal Changes damage: +30% temporal Talent granted: +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
arcing deep-steel trident of amnesia (132% power, 10 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 133% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 71 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's orichalcum trident (162% power, 16 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 163% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +40 fire When wielded/worn: Changes resistances penetration: +31% fire Global speed: +10% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic coral trident of shearing (107% power, 6 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 1 It must be held with both hands. Power: 107% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +1.5% Attack speed: 100% Damage (radius 2) on crit: +13 acid / +14 nature When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +19 Changes resistances penetration: +13% acid / +12% nature / +10% all A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming orichalcum trident of ruin (166% power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 166% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +21 fire When wielded/worn: Armour penetration: +17 Physical crit. chance: +10.0% Critical mult.: +37.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming orichalcum trident of vileness (165% power, 16 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 166% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 34% chance to reduce strength, dexterity, and constitution by 22 Damage (Melee): +16 blight Damage (radius 1) on hit: +21 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
stormbringer's orichalcum trident of shearing (165% power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 166% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +28 lightning / +21 cold When wielded/worn: Accuracy: +28 (+9 eff.) Armour penetration: +13 Changes resistances penetration: +35% lightning / +17% cold / +21% all Movement speed: +50% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
miner's pair of iron boots of speed (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Infravision radius: +1 Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
clarifying cashmere wizard hat of time (+12%) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun Changes resistances: +12% temporal Changes damage: +12% temporal Mental save: +8 (+4 eff.) A pointy cloth hat, very wizardly... |
cleansing stralite mail armour of stability (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes resistances: +18% blight / +8% physical / +17% nature Physical save: +18 (+6 eff.) A suit of armour made of mail. |
voratun plate armour of the deep (0 def, 20 armour)Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Fatigue: +22% Changes resistances: +11% acid / +8% cold Allows you to breathe in: water A suit of armour made of metal plates. |
Temporal Rift (8 def, 4 armour, 161% power, 325 block)Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 162% Range: 1.2x Uses stats: 70% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Ranged Defense: +10 (+5 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+6 eff.) Spellpower: +12 (+4 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
691 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+4 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 165.00 temporal and 165.00 darkness damage (based on Magic) Activation costs 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
evasive elven-wood wand of lightning storm [power 386] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 77 lightning damage and will be dazed for 1 turn (386 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 26% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Arena Battler 20
Got to wave 20 in the arena.By shiny boi the Cornac Sun Paladin level 23
76th Pyre 122nd year of Ascendancy at 05:30 see stats
Arena Battler 50
Got to wave 50 in the arena.By shiny boi the Cornac Sun Paladin level 39
79th Pyre 122nd year of Ascendancy at 03:53 see stats
Level 10
Got a character to level 10.By shiny boi the Cornac Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 23:33 see stats
Level 20
Got a character to level 20.By shiny boi the Cornac Sun Paladin level 20
75th Pyre 122nd year of Ascendancy at 21:31 see stats
Level 30
Got a character to level 30.By shiny boi the Cornac Sun Paladin level 30
77th Pyre 122nd year of Ascendancy at 05:52 see stats
Level 40
Got a character to level 40.By shiny boi the Cornac Sun Paladin level 40
79th Pyre 122nd year of Ascendancy at 06:48 see stats
Log
shiny boi damages himself through Martyrdom!
shiny boi HEALS from light damage!
Nm hits shiny boi for 4 light, 3 healing, 1 nature, 0 darkness, 0 acid, 1 light, 0 blight, 3 light, 2 healing, 0 acid, 1 light, 0 blight (13 total damage) [5 healing].
Shield of Light hits shiny boi for 14 healing, 14 healing, 14 healing, 14 healing, 14 healing, 14 healing, 14 healing, 14 healing, 14 healing (0 total damage) [126 healing].
Shadow hits shiny boi for 2 blight, 27 physical, 0 blight, 1 acid (31 total damage).
Melee retaliation hits Shadow for 3 acid damage.
shiny boi hits Nm for (7 to minion: dreadmaster), 33 light, (1 to minion: dreadmaster), 3 nature, (0 to minion: dreadmaster), 1 darkness, (0 to minion: dreadmaster), 2 acid, (2 to minion: dreadmaster), 8 light, (0 to minion: dreadmaster), 2 blight, (6 to minion: dreadmaster), 26 light, (0 to minion: dreadmaster), 2 acid, (2 to minion: dreadmaster), 9 light, (0 to minion: dreadmaster), 2 blight (87 total damage).
Something hits shiny boi for 94 physical, 0 acid (94 total damage).
Spikes of Decrepitude hits shiny boi for 43 cold, 42 darkness (86 total damage).
Shield of Light hits shiny boi for 14 healing, 14 healing (0 total damage) [28 healing].
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior can not be healed this way!
Armoured skeleton warrior can not be healed this way!
Shiny boi deactivates Second Life.
Shiny boi has been healed by a blast of positive energy!
Lord of Skulls (warrior) uses Overpower.
Lord of Skulls (warrior) can not be healed this way!
Lord of Skulls (warrior) can not be healed this way!
Darkness pulsates around Nm!
shiny boi damages himself through Martyrdom!
Nm hits shiny boi for 119 cold damage.
Lord of Skulls (warrior) hits shiny boi for 130 physical, 32 blight, 0 acid, 97 physical, 57 blight, 1 acid, 85 physical (402 total damage).
Armoured skeleton warrior hits shiny boi for 318 physical, 32 blight, 142 lightning, 73 physical, 56 blight, 94 physical, 102 physical, 0 blight, 94 physical (911 total damage).
Shield of Light hits shiny boi for 14 healing, 14 healing, 14 healing, 14 healing, 14 healing (0 total damage) [70 healing].
Melee retaliation hits Lord of Skulls (warrior) for 2 acid, 2 acid, 2 acid (5 total damage).
Melee retaliation hits Armoured skeleton warrior for (2 absorbed), 0 acid, (2 absorbed), 0 acid, (2 absorbed), 0 acid (0 total damage).
shiny boi receives 463 healing.
shiny boi the level 44 cornac sun paladin was dissected to death by a Lord of Skulls (warrior) on level 61 of The Arena.
Saving game...
Saving done.



















































































