Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Race: Banshee 1.5.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv 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:
Arcanum Class Pack 1.6.6Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Faerie Race Temp Fix 1.5.2Adds in a playable Faerie Race. Items Vault 1.6.0Donators/Buyers bonus! High Guard 1.6.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net 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 Dread Necromancer 1.6.4The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Class: Astromancer 1.6.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Improved Staff of Awakening 1.5.10Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. Planning to add additional sentient weapons. Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but I may have missed some glitches. UPDATE: I've added the ability to continue on to the embers campaign by entering the solar system and then returning to Eyal. Dreamasaur 1.0.1Adds the Dreamasaur race, a dinosaur dreaming of a strange fantasy world. Consumes dreams to gain new abilities. This mod is mainly for personal use. No attempt has been made to achieve balance. If an @ symbol appears behind the character tile, you can download this: Put it in your custom tiles directory (win10 default: C:\Users\YourUserName\T-Engine\4.0\tome\data\gfx\custom-tiles) and select it at character creation. It is literally the exact same file but for some reason it works from the custom directory and not from the actual addon folder I guess. 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 | Nightmare Adventure |
Sex | Male |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 12 / 4% |
Size | big |
Lifes / Deaths | Killed by slimy ooze at level 7 on the 7th Mirth 122nd year of Ascendancy at 19:39 1 / 3Killed by shivgoroth at level 7 on the 3rd Summertide 122nd year of Ascendancy at 14:23 Killed by elven mage at level 12 on the 14th Dusk 122nd year of Ascendancy at 18:37 |
Primary Stats
Strength | 35 (base 24) |
Dexterity | 16 (base 10) |
Constitution | 14 (base 13) |
Magic | 28 (base 26) |
Willpower | 8 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | 356/356 |
Positive | 83/83 |
Stamina | 128/128 |
Healing Factor | 1.1326086956522 |
Regeneration | 0.28315217391304 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 37 |
Accuracy | 37 |
Crit Chance | 5% |
APR | 16 |
Speed | 0.50 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 10 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Light | +10% |
Mind | +3% |
Blight | +5% |
Physical | +3% |
Fire | +11% |
All | 0% |
Offense: Damage Penetration
Cold | +5% |
Defense: Base
Armour (hardiness) | 33.551211628464 (74.117647058824%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 26 |
Physical Save | 22 |
Spell Save | 17 |
Mental Save | 7 |
Defense: Resistances
Acid | + 9%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 34%( 70%) |
All | 0%( 70%) |
Darkness | + 10%( 70%) |
Light | + 46%( 70%) |
Temporal | + 6%( 70%) |
Lightning | + 6%( 70%) |
Fire | + 21%( 70%) |
Mind | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 58 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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%. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 0/5 |
| 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 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You 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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
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 |
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 |
Equipment
On feet | traveler's pair of iron boots (0 def, 3 armour) traveler's pair of iron boots (0 def, 3 armour)3.0 Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +22 Physical save: +7 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide Phial1.0 [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(45 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | grounding iron helm of the bounder (0 def, 3 armour) grounding iron helm of the bounder (0 def, 3 armour)3.0 Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Str +5 Dex Changes resistances: +6% lightning +6% temporal Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 73.8 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | Corrosion Corrosion0.1 [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid Corrosive Vapour: Level 1.0 Pwr.cost 30 out of 30/30. Range 8 Travel.spd instantaneous Is a spell Description: Corrosive fumes rise from the ground doing 8.04 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
On fingers | Tidespike the copper ring Tidespike the copper ring0.1 Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 0 Changes resistances: +6% cold +3% mind +22% fire Changes resistances penetration: +5% cold Changes damage: +3% mind +11% fire Rings can have magical properties. |
Around waist | Branildir Branildir1.0 Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+7 eff.) Changes resistances: +5% arcane +3% cold Stealth bonus: +5 Only die when reaching: -80.00 life Maximum life: +20.00 A belt that goes around your waist. |
In main hand | Whirlwind (10-15 power, 1 apr) Whirlwind (10-15 power, 1 apr)3.0 [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power 10.0 - 15.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +5.0% Atk.spd 200% Melee+ +5 lightning This battleaxe moves fluidly, almost gracefully when swung. |
On hands | sand iron gauntlets of dexterity (+2) (0 def, 6 armour) sand iron gauntlets of dexterity (+2) (0 def, 6 armour)1.5 Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +6 Fatigue: +1% Damage (Melee): 6 physical Changes stats: +2 Dex Changes damage: +3% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | iron plate armour of cold resistance (0 def, 7 armour) iron plate armour of cold resistance (0 def, 7 armour)17.0 Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +15% cold A suit of armour made of metal plates. |
Cloak | Duryyadig the Dawnfoe (1 def, 6 armour) Duryyadig the Dawnfoe (1 def, 6 armour)2.0 Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Str +1 Con Changes resistances: +6% light +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | starlit steel amulet of strength (+2) starlit steel amulet of strength (+2)0.1 Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% light +11% darkness Blindness immunity: +24% Amulets can have magical properties. |
Inventory
healing infusion (heal 40; cd 14) healing infusion (heal 40; cd 14)0.1 Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)1.0 Type: weapon / dagger ; tier 1 Power 9.5 - 12.3 Physical Uses 45% Str, 45% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
potent elm magestaff of blood (12-14.4 power, 2 apr, lightning element) potent elm magestaff of blood (12-14.4 power, 2 apr, lightning element)5.0 Type: weapon / staff ; tier 1 It must be held with both hands. Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 draining blight When wielded/worn: Changes damage: +12% lightning Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +1% Life leech chance: +6% Life leech: +6% Staves designed for wielders of magic, by the greats of the art. |
Chamagorn the Splendourlady (12.5-17.5 power, 3 apr) Chamagorn the Splendourlady (12.5-17.5 power, 3 apr)3.0 [Random Unique] Type: weapon / waraxe ; tier 2 Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 blight +7 darkness +9 nature Against +5% Living On Crit.r2 +8 light On Hit: * 9% chance to reduce strength, dexterity, and constitution by 14 When wielded/worn: Changes resistances: +3% light Light radius: +3 One-handed war axes. |
rough leather belt 'Chamidir' rough leather belt 'Chamidir'1.0 Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Defense: +9 (+7 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 0 Changes stats: +3 Cun +3 Str Stealth bonus: +6 Physical save: +3 (+1 eff.) A belt that goes around your waist. |
scholar's pair of iron boots of speed (0 def, 3 armour) scholar's pair of iron boots of speed (0 def, 3 armour)3.0 Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+1 eff.) 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. |
scholar's pair of rough leather boots of speed (0 def, 1 armour) scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Spellpower: +3 (+1 eff.) Movement speed: +25% A pair of boots made of leather. |
iron gauntlets of magic (+2) (0 def, 1 armour) iron gauntlets of magic (+2) (0 def, 1 armour)1.5 Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag Changes damage: +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold When wielded/worn: Armour: +8 Defense: +8 (+7 eff.) Fatigue: +12% Changes resistances: +15% cold +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
sandstone wardstone sandstone wardstone1.0 Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Reduce damage by fixed amount: +1 all Slows Projectiles: +10% Handheld warding devices |
7 spinel 7 spinel0.0 Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Umbrasweeper Umbrasweeper2.0 Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances penetration: +5% darkness Changes damage: +9% arcane Physical save: +6 (+3 eff.) Maximum vim: +10.00 Spell crit. chance: +1% Light radius: +3 Healing mod.: +12% 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. |
brass lantern brass lantern2.0 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. |
brass lantern brass lantern2.0 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. |
bright brass lantern bright brass lantern2.0 Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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 Orb Scrying Orb1.0 [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 [Plot Item] Type: charm / rod 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 Chest Transmogrification Chest2.0 [Plot Item] Type: chest / sher'tul When 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. |
6 ametrine 6 ametrine0.0 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. |
4 citrine 4 citrine0.0 Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 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 Ardocmae the Ogre Sun Paladin level 10
9th Flare 122nd year of Ascendancy at 13:59 see stats
By Ardocmae the Ogre Sun Paladin level 7
6th Mirth 122nd year of Ascendancy at 03:33 see stats
Log
Ardocmae stops bleeding.
Talent Rune: Shatter Afflictions is ready to use.
Ardocmae calms down.
Talent Rune: Shielding is ready to use.
Elven mage casts Shock.
Ran for 2 turns (stop reason: taken damage).
Elven mage's Shock hits Ardocmae for 50 lightning damage.
Ardocmae the level 12 ogre sun paladin was shocked to death by an elven mage on level 2 of Rhaloren Camp.
You have 1 life(s) left.
Ardocmae deactivates Weapon of Light.
Ardocmae deactivates Weapon of Wrath.
Ardocmae deactivates Chant of Fortress.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elven mage's Shock killed Ardocmae!
Saving game...
Resting starts...
Talent Weapon of Wrath is ready to use.
Talent Weapon of Light is ready to use.
Talent Chant of Fortress is ready to use.
Talent Ogric Wrath is ready to use.
Rested for 40 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.