











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 | 
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.7.0Official 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:
 Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Dwarf | 
| Class | Sun Paladin | 
| Level / Exp | 23 / 60% | 
| Size | medium | 
| Lifes / Deaths | Killed by corrupted cutpurse at level 13 on the 20th Shortage 122nd year of Ascendancy at 14:340 / 6 Killed by Solanor at level 16 on the 5th Iron 123rd year of Ascendancy at 03:44 Killed by Solanor at level 16 on the 5th Iron 123rd year of Ascendancy at 07:18 Killed by Eloma the snow giant at level 18 on the 24th Iron 123rd year of Ascendancy at 17:04 Killed by Chronolith Clone at level 23 on the 23rd Stralite 123rd year of Ascendancy at 04:04 Killed by Chronolith Clone at level 23 on the 23rd Stralite 123rd year of Ascendancy at 05:46 | 
Primary Stats
| Strength | 60 (base 53) | 
| Dexterity | 8 (base 10) | 
| Constitution | 28 (base 12) | 
| Magic | 47 (base 44) | 
| Willpower | 19 (base 10) | 
| Cunning | 16 (base 12) | 
Resources
| Life | -9/762 | 
| Positive | 22/116 | 
| Stamina | 200/200 | 
| Healing Factor | 1.3656298990389 | 
| Regeneration | 4.4382971718763 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
Offense: Mainhand
| Damage | 84 | 
| Accuracy | 34 | 
| Crit Chance | 3% | 
| APR | 29 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 40 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 19 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +18% | 
| Blight | +5% | 
| Fire | +3% | 
| Cold | +15% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +5% | 
Defense: Base
| Armour (hardiness) | 53.36174050493 (88.898876157654%) | 
| Defense | 14 | 
| Ranged Defense | 14 | 
| Fatigue | 31 | 
| Physical Save | 50 | 
| Spell Save | 44 | 
| Mental Save | 42 | 
Defense: Resistances
| Acid | + 25%( 70%) | 
| Blight | + 10%( 70%) | 
| Physical | + 8%( 70%) | 
| Cold | + 36%( 70%) | 
| All | + 4%( 70%) | 
| Darkness | + 13%( 70%) | 
| Light | + 43%( 70%) | 
| Temporal | + 7%( 70%) | 
| Fire | + 20%( 70%) | 
| Lightning | + 7%( 70%) | 
Defense: Immunities
| Disarm Resistance | 41% | 
| Pinning Resistance | 20% | 
| Blind Resistance | 54% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 384 life over 5 turns. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild 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 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: 1.0Infusion: Healing Use 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. | 
Class Talents
| Technique / Combat veteran | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Guardian | 1.30 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Celestial / Combat | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Celestial / Sun | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Shield offense | 1.00 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| Celestial / Radiance | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Two-handed assault | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He 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 | 
| After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.Back and Back and Back to the Future | active | 
| You successfully escorted the injured seer to the recall portal on level 3 of Old Forest.Escort: injured seer (level 3 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest.Escort: lost sun paladin (level 2 of Old Forest) As a reward you improved talent Chant of Fortress (+1 level(s)). | done | 
| You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest.Escort: lost warrior (level 1 of Old Forest) As a reward you improved talent Vitality (+1 level(s)). | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When 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 Alchemists Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed minotaur nose. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 lumberjacks have died. | done | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
Equipment
| On feet |  restorative pair of dwarven-steel boots of tirelessness (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% HP.reg +3.00 Heal.mod +12% ---------- misc Stam/turn +0.50 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  brass lantern of health 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Getyyarab (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Spell.pwr +15 (+5 eff.) Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands |  stone warden's dwarven-steel gauntlets of the juggernaut (0 def, 7 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +10 Con ----- def ----- Armour +7 Hardiness +7% Fatigue +3% Resists +4% physical Phys.save +16 (+5 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool |  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
| On fingers |  psionicist's steel ring 0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! | 
| On fingers |  warrior's gold ring of pilfering 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Str dps ---------- Acc +8 (+4 eff.) Apr +10 ----- def ----- Armour +6 Defense +9 (+7 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 88% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
| Around neck |  gold amulet 'Shiverransom' 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% cold ----- def ----- Resists +6% acid +6% cold Crit.dmg- 5.00% Phys.save +12 (+4 eff.) Spell.save +16 (+6 eff.) Mind.save +10 (+3 eff.) Heal.mod +10% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! | 
| In main hand |  warbringer's dwarven-steel mace (28-39 power, 4 apr) 3.0 T3 mace 1H weapon [Ego+] Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +15% Blunt and deadly. | 
| Around waist |  Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
| In off hand |  Infernodare the dwarven-steel shield (0 def, 6 armour, 34-40 power, 86 block) 7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 33.5 - 40.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 Melee+ +4 fire While equipped: dps ---------- Dmg.mod +18% darkness +3% fire ----- def ----- Armour +6 Fatigue +8% Resists +6% blight +21% cold +3% temporal ---------- misc Talents +1 Block Handheld deflection devices. | 
| Cloak |  Issegohek the cashmere cloak (7 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Defense +7 (+6 eff.) Resists +9% acid +10% light +17% fire +9% darkness +3% lightning Spell.save +9 (+3 eff.) Stealth +8 Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  enlightening steel plate armour of the deep (0 def, 12 armour) 17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +12 Fatigue +22% Resists +7% acid +6% cold Mind.save +12 (+4 eff.) ---------- misc Breathe water A suit of armour made of metal plates. | 
Inventory
|  gold amulet 0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! | 
|  steel ring 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! | 
|  steel ring 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! | 
|  Bill's Tree Trunk (30-51 power, 7 apr) 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! | 
|  cashmere cloak 'Oakfiend' (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Res.pen +10% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 13 * 20% chance to slow global speed by 38% * 20 arcane resource burn ----- def ----- Defense +2 (+2 eff.) Resists +3% fire Spell.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  4 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. | 
|  237 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  2 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  13 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  7 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  12 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  8 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 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. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  2 garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  2 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  4 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  8 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.By Solanor the Dwarf Sun Paladin level 14
26th Shortage 122nd year of Ascendancy at 01:48 see stats
 Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Solanor the Dwarf Sun Paladin level 9
33rd Profit 122nd year of Ascendancy at 15:19 see stats
 Earth Master (Nightmare (Adventure) difficulty)
			Killed Harkor'Zun.
			Earth Master (Nightmare (Adventure) difficulty)
			Killed Harkor'Zun.By Solanor the Dwarf Sun Paladin level 17
22nd Iron 123rd year of Ascendancy at 08:13 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Solanor the Dwarf Sun Paladin level 20
28th Steel 123rd year of Ascendancy at 17:21 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Solanor the Dwarf Sun Paladin level 10
4th Wealth 122nd year of Ascendancy at 19:30 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Solanor the Dwarf Sun Paladin level 20
28th Steel 123rd year of Ascendancy at 12:21 see stats
 Squadmate (Nightmare (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Nightmare (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Solanor the Dwarf Sun Paladin level 5
18th Voratun 122nd year of Ascendancy at 18:14 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Solanor the Dwarf Sun Paladin level 9
38th Profit 122nd year of Ascendancy at 18:03 see stats
 The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Solanor the Dwarf Sun Paladin level 20
26th Gold 123rd year of Ascendancy at 08:38 see stats
 The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Solanor the Dwarf Sun Paladin level 8
7th Profit 122nd year of Ascendancy at 00:18 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Solanor the Dwarf Sun Paladin level 17
6th Iron 123rd year of Ascendancy at 05:30 see stats
Log
Chronolith Clone hits Solanor for (105 absorbed), (39 absorbed), 66 lightning (66 total damage).
Shield of Light hits Solanor for 10 healing, 10 healing (0 total damage) [21 healing].
Chronolith Twin's Manathrust hits Solanor for (13 absorbed), 13 physical, (36 absorbed), 36 arcane (48 total damage).
Solanor deactivates Shield of Light.
Solanor stops regenerating health quickly.
Talent Infusion: Wild is ready to use.
Chronolith Twin casts Rune: Shielding.
A shield forms around Chronolith Twin.
Chronolith Clone uses Noggin Knocker.
Chronolith Twin casts Pulverizing Auger.
Solanor deactivates Retribution.
Solanor unleashes the stored damage in retribution!
Solanor resists the effect 'Stun Lengthen'!
Solanor resists the effect 'Stun Lengthen'!
Solanor shrugs off the effect 'Stun Lengthen'!
Chronolith Clone's Noggin Knocker hits Solanor for 9 physical, 6 acid, 15 physical (29 total damage).
Chronolith Clone's Noggin Knocker hits Solanor for 8 physical, 6 acid, 15 physical (29 total damage).
Chronolith Clone's Noggin Knocker hits Solanor for 8 physical, 6 acid, 15 physical (29 total damage).
Solanor hits Chronolith Twin for (133 absorbed), 0 light (0 total damage).
Chronolith Twin hits Solanor for (2 absorbed), 103 physical (103 total damage).
Solanor deactivates Chant of Fortitude.
Talent Path of the Sun is ready to use.
Solanor uses Infusion: Wild.
Solanor lessens the pain.
Solanor activates Chant of Fortress.
Chronolith Clone casts Temporal Bolt.
Chronolith Clone hits Solanor for 75 temporal damage.
Solanor the level 23 dwarf sun paladin was temporally distorted to death by Chronolith Clone on level 4 of Temporal Rift.



















































