







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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 | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Anorithil |
| Level / Exp | 12 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Lady Zoisla the Tidebringer at level 5 on the 79th Pyre 122nd year of Ascendancy at 04:54 0 / 5Killed by shadow at level 10 on the 21st Dusk 122nd year of Ascendancy at 16:33 Killed by shadow at level 10 on the 21st Dusk 122nd year of Ascendancy at 17:12 Killed by Gunsnake at level 12 on the 26th Dusk 122nd year of Ascendancy at 08:26 Killed by Gunsnake at level 12 on the 26th Dusk 122nd year of Ascendancy at 09:11 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 49 (base 37) |
| Willpower | 13 (base 13) |
| Cunning | 34 (base 25) |
Resources
| Life | -84/242 |
| Positive | 59/83 |
| Negative | 39/83 |
| Healing Factor | 1.1283363011315 |
| Regeneration | 0.28208407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 4 |
| Crit Chance | 10% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +10% |
| Darkness | +10% |
| Arcane | +22% |
| Lightning | +9% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 1 |
| Physical Save | 13 |
| Spell Save | 20 |
| Mental Save | 19 |
Defense: Resistances
| Lightning | + 26%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 14%( 70%) |
| Physical | + 10%( 70%) |
| Arcane | + 18%( 70%) |
| Fire | + 17%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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: 22 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 69 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. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 211/211 damage before it crumbles. Damage Shield |
Quests
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 |
Equipment
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Goriregotir (0 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +2 Fatigue +1% Resistance +1% physical, +5% arcane +9% fire Unlife -20.00 life other ------- Infravision +1 A cap made of leather. |
| Tool | iron torque of gale force 'Bireyon' [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Critical power +10.00% Damage +3% acid defense ------ Mind save +3 (+2 eff.) Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
| Around waist | Airmaim1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +9% lightning Ignore resists +15% lightning defense ------ Resistance +6% lightning, +6% temporal +5% arcane A belt that goes around your waist. |
| In main hand | elm vilestaff 'Blindstun' (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Mag +3 offense ------ Spell Crit +1% Mind Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness Ignore resists +5% light defense ------ Defense +6 (+3 eff.) other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 74.71 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats Cun +9, Mag +9 offense ------ Spell Crit +20% Spellpower +15 (+5 eff.) Damage +22% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Erinarigorn the linen cloak (16 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Defense +16 (+8 eff.) Resistance +3% lightning Physical save +5 (+5 eff.) Unlife -20.00 life Disease Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Con +3 defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
Inventory
healing infusion (heal 40; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 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. Press to compare to your current inscriptions |
movement infusion of the wizard (speed 547%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 547% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
elm vilestaff of might (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +3 (+1 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced stralite longsword of massacre (40-56 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego] Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +8 (+8 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +24% Sharp, long, and deadly. |
Hettygrim the steel mace (12-17 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Random Unique] Master/Psionic Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +9 darkness Damage Against +6% Living While equipped: offense ------ Ignore resists +10% temporal, +5% physical Accuracy +11 (+11 eff.) Ignore Armor +5 When Hit 4 temporal defense ------ Defense +6 (+3 eff.) Unlife -20.00 life Disarm Resist +25% Blunt and deadly. |
creative mossy mindstar of life (2-3 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Cun +2 offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+1 eff.) defense ------ Life +12.00 Life Regen +0.70 other ------- Talents +1 Attune Mindstar 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 of balance (6-7 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Weapon Damage 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Physical save +3 (+3 eff.) Spell save +3 (+2 eff.) Mind save +2 (+1 eff.) other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar 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. |
quiver of elm arrows of paradox (15/15, 14-20 power, 5 apr)3.0 Encumbrance T1 arrow ammo Reqs Dex 11 [Ego] Arcane Weapon Damage 14.0 - 19.6 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 15 On-ranged-hit +8 temporal +9 item temporal energize On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
Fuledig the Shineslicer (0 def, 4 armour, 12-14 power, 42 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Random Unique] Nature/Master When used to Attack: Weapon Damage 12.0 - 14.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On-Hit, radius 1 +8 arcane While equipped: Stats Str +5, Dex +5 offense ------ Damage +3% arcane Ignore resists +10% arcane Accuracy +6 (+6 eff.) defense ------ Armor +4 Fatigue +8% Resistance +9% light, +14% physical Life +60.00 other ------- Talents +1 Block Handheld deflection devices. |
Glarewhisper the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Damage +10% temporal Ignore resists +15% light defense ------ Resistance +3% cold, +10% temporal +3% light, +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robes of Deflection (0 def, 7 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats Con +3, Mag +3 offense ------ Spellpower +5 (+2 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion level 1 This set of robes seems to shine with metallic colors. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all, +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) defense ------ Resistance +9% all Mind save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing steel mail armour of clarity (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Disrupt/Psionic While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% blight, +5% mind +11% nature Mind save +12 (+6 eff.) A suit of armour made of mail. |
stabilizing linen wizard hat of nature (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats Wil +3 offense ------ Damage +10% nature defense ------ Defense +1 (+1 eff.) Resistance +15% nature Physical save +6 (+6 eff.) A pointy cloth hat, very wizardly... |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
129 alchemist agate0.0 Encumbrance 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
brass lantern 'Hellnull'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats Wil +3 offense ------ Damage +6% mind When Hit 4 fire defense ------ Resistance +6% nature, +15% fire other ------- 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Arosavon the Dawnfury [power 100] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% acid, +3% fire Ignore resists +5% acid On-Hit (Melee): * 10% chance to reduce armor by 32% other ------- Light +2 Fire a magical bolt dealing 100 fire damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Come sun and Star Come to the heart chamber the Cornac Anorithil level 10
21st Dusk 122nd year of Ascendancy at 00:56 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Come sun and Star Come to the heart chamber the Cornac Anorithil level 4
78th Pyre 122nd year of Ascendancy at 09:31 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Come sun and Star Come to the heart chamber the Cornac Anorithil level 10
21st Dusk 122nd year of Ascendancy at 16:32 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Come sun and Star Come to the heart chamber the Cornac Anorithil level 9
17th Dusk 122nd year of Ascendancy at 05:44 see stats
Log
Gunsnake's Shoot hits Come sun and Star Come to the heart chamber for (81 absorbed), 0 physical (0 total damage).
Gunsnake uses Quick as Thought.
Gunsnake speeds up.
Gunsnake shoots!
Come sun and Star Come to the heart chamber casts Moonlight Ray.
Come sun and Star Come to the heart chamber hits Gunsnake for (27 to psi shield), (19 flat reduction), 84 darkness (84 total damage).
Your shield crumbles under the damage!
The shield around Come sun and Star Come to the heart chamber crumbles.
Gunsnake's Shoot performs a ranged critical strike against Come sun and Star Come to the heart chamber!
Gunsnake's Shoot hits Come sun and Star Come to the heart chamber for 87 physical damage.
Gunsnake's Shoot hits Come sun and Star Come to the heart chamber for (9 absorbed), 42 physical (42 total damage).
Gunsnake shoots!
Gunsnake's Shoot hits Come sun and Star Come to the heart chamber for 51 physical damage.
Gunsnake's Shoot hits Come sun and Star Come to the heart chamber for 58 physical damage.
Gunsnake uses Uncanny Reload.
Gunsnake's tinker attains critical power!
Gunsnake is focuses on firing.
Gunsnake shoots!
Come sun and Star Come to the heart chamber casts Healing Light.
Come sun and Star Come to the heart chamber receives 174 healing.
Gunsnake's Shoot hits Come sun and Star Come to the heart chamber for 61 physical damage.
Gunsnake's Shoot hits Come sun and Star Come to the heart chamber for 54 physical damage.
Gunsnake shoots!
Gunsnake's Shoot performs a ranged critical strike against Come sun and Star Come to the heart chamber!
Gunsnake's Shoot hits Come sun and Star Come to the heart chamber for 90 physical damage.
Gunsnake's Shoot hits Come sun and Star Come to the heart chamber for 58 physical damage.
Come sun and Star Come to the heart chamber the level 12 cornac anorithil was ground to death by Gunsnake on level 2 of Ruins of Kor'Pul.
A shield forms around Come sun and Star Come to the heart chamber.






































































