Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
| Addons | Items Vault 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 15 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton warrior at level 3 on the 77th Pyre 122nd year of Ascendancy at 09:30 0 / 5Killed by Solaire at level 10 on the 6th Flare 122nd year of Ascendancy at 12:48 Killed by Fama the thalore at level 12 on the 8th Dusk 122nd year of Ascendancy at 06:51 Killed by devourer at level 15 on the 27th Dusk 122nd year of Ascendancy at 11:10 Killed by Ornnai the human at level 15 on the 42nd Dusk 122nd year of Ascendancy at 10:13 |
Primary Stats
| Strength | 42 (base 33) |
| Dexterity | 14 (base 10) |
| Constitution | 21 (base 14) |
| Magic | 37 (base 35) |
| Willpower | 18 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | 470/470 |
| Positive | 0/92 |
| Stamina | 162/162 |
| Healing Factor | 1.6 |
| Regeneration | 3.2 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 41 |
| Crit Chance | 3% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 28.5 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Light | +21% |
| All | 0% |
| Blight | +7% |
| Physical | +4% |
| Cold | +4% |
| Nature | +6% |
Offense: Damage Penetration
| Mind | +15% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 34.4 (85%) |
| Defense | 15.4 |
| Ranged Defense | 22.2 |
| Fatigue | 30 |
| Physical Save | 25.025 |
| Spell Save | 19.25 |
| Mental Save | 25.575 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 20%( 70%) |
| Cold | + 25%( 70%) |
| All | 0%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 52%( 70%) |
| Temporal | + 11%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 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%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.44 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| beneficial effect | The target is protected by the Eidolon, no creature may harm it (except self-harm). Protected by the Eidolon |
| 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 met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour) miner's pair of rough leather boots of uncanny dodging (3 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +3 Ranged Defense: +3 Fatigue: +1% A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Ivylle (0 def, 3 armour) Ivylle (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when the wearer hits(melee): 6 mind Changes resistances: +12% darkness Changes damage: +9% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | polar iron gauntlets of dexterity (+3) (0 def, 1 armour) polar iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +3 Dex Damage when the wearer hits(melee): 6 cold Changes resistances: +5% cold Changes damage: +4% cold Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | psionicist's steel ring of light (+22%) psionicist's steel ring of light (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% light Changes damage: +11% light Mental save: +6 Rings can have magical properties. |
| Around neck | copper amulet of mastery (0.14 Celestial / Light) copper amulet of mastery (0.14 Celestial / Light)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.14 Celestial / Light Amulets can have magical properties. |
| In main hand | caustic iron longsword of massacre (11.5-16.1 power, 2 apr) caustic iron longsword of massacre (11.5-16.1 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 29% acid blind When wielded/worn: Changes resistances penetration: +5% acid Life regen: +0.60 Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | acidic steel shield of temporal resistance (+11%) (6 def, 2 armour, 14.5 dam, 37 block) acidic steel shield of temporal resistance (+11%) (6 def, 2 armour, 14.5 dam, 37 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.0% Block value: +37 Damage when this weapon hits: +10 acid blind When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer is hit: 12 acid Changes resistances: +11% temporal Talent granted: +2 Block Handheld deflection devices |
| Cloak | Balumagen (1 def, 0 armour) Balumagen (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Cun Damage when the wearer is hit: 20 mind Mental save: +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite mail armour 'Korychak' (4 def, 8 armour) stralite mail armour 'Korychak' (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Damage when the wearer is hit: 4 blight Changes resistances: +19% fire / +15% acid Changes resistances penetration: +15% mind Changes damage: +3% blight Maximum life: +30.00 A suit of armour made of mail. |
Inventory
titan's teleportation rune (range 41) titan's teleportation rune (range 41)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 41 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Lavaquake (5.5-7.7 power, 2 apr) Lavaquake (5.5-7.7 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 5.5 - 7.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 50% fire / 40% blight When wielded/worn: Damage when the wearer is hit: 16 fire Sharp, long, and deadly. |
iron mace (6.5-9.1 power, 2 apr) iron mace (6.5-9.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 6.5 - 9.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
Glintpain (10-14 power, 3 apr) Glintpain (10-14 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +16 lightning When wielded/worn: Changes resistances: +12% light Changes damage: +30% light One-handed war axes. |
acidic steel waraxe of crippling (10-14 power, 3 apr) acidic steel waraxe of crippling (10-14 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +6 acid When wielded/worn: Physical crit. chance: +5.0% One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. |
blighted iron gauntlets (0 def, 1 armour) blighted iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 6 blight Changes resistances: +6% blight Changes damage: +3% blight Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+3) (0 def, 1 armour) iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +3 Str Metal gloves protecting the hands up to the middle of the lower arm. |
grounding iron helm (0 def, 3 armour) grounding iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% A suit of armour made of mail. |
steel plate armour of fire resistance (4 def, 9 armour) steel plate armour of fire resistance (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +15% fire A suit of armour made of metal plates. |
iron shield (4 def, 2 armour, 8.5 dam, 18.5 block) iron shield (4 def, 2 armour, 8.5 dam, 18.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
54 alchemist agate 54 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. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 38 turns) miner's iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Infravision radius: +1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 35 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
9 citrine 9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Solaire the Ghoul Sun Paladin level 12
9th Dusk 122nd year of Ascendancy at 16:56 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Solaire the Ghoul Sun Paladin level 15
27th Dusk 122nd year of Ascendancy at 22:25 see stats
Level 10
Got a character to level 10.By Solaire the Ghoul Sun Paladin level 10
6th Flare 122nd year of Ascendancy at 02:26 see stats
The Arena
Unlocked Arena mode.By Solaire the Ghoul Sun Paladin level 8
10th Mirth 122nd year of Ascendancy at 22:41 see stats
The secret city
Discovered the truth about mages.By Solaire the Ghoul Sun Paladin level 4
4th Mirth 122nd year of Ascendancy at 00:01 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Solaire the Ghoul Sun Paladin level 15
27th Dusk 122nd year of Ascendancy at 23:51 see stats
Log
Solaire casts Healing Light.
Cave the human hits Solaire for 16 light damage.
Ornnai the human uses Tornado.
Cave the human misses Solaire.
Cave the human hits Solaire for 16 light damage.
Solaire hits Cave the human for 20 acid, 47 physical, 7 mind, 7 cold, 30 light damage (total 108.16).
Cave the human hits Solaire for 6 fire, 5 cold, 9 lightning, 6 acid, 4 light, 21 darkness damage (total 48.25).
Cave the human casts Moonlight Ray.
Cave the human hits Solaire for 105 darkness damage.
Solaire resists the punch!
Cave the human resists the punch!
Solaire resists the tornado!
Ornnai the human hits Solaire for 55 lightning, 55 physical damage (total 109.28).
Ornnai the human killed Solaire!
Ornnai the human hits Cave the human for 55 lightning, 51 physical damage (total 105.32).
Solaire the level 15 ghoul sun paladin was mutilated to death by Ornnai the human on level 1 of Ambush!.
You have no more lives left.
Solaire deactivates Shield of Light.
Solaire deactivates Weapon of Light.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Resting starts...
Talent Healing Light is ready to use.
Rested for 6 turns (stop reason: all resources and life at maximum).
