











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Showing Items Tier in Inventory 1.7.2This 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 Better Item Description 1.7.4This 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 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 20 / 29% |
Size | big |
Lifes / Deaths | Killed by Assassin Lord at level 18 on the 55th Dusk 122nd year of Ascendancy at 17:10 1 / 4Killed by skeleton warrior at level 20 on the 1st Haze 122nd year of Ascendancy at 06:34 Killed by Aduthra the bone giant at level 20 on the 5th Haze 122nd year of Ascendancy at 08:57 Killed by Ce'Niwyn the skeleton archer at level 20 on the 6th Haze 122nd year of Ascendancy at 09:11 |
Primary Stats
Strength | 45 (base 37) |
Dexterity | 27 (base 10) |
Constitution | 31 (base 27) |
Magic | 42 (base 35) |
Willpower | 19 (base 10) |
Cunning | 30 (base 10) |
Resources
Life | 544/544 |
Positive | 107/107 |
Stamina | 180/180 |
Healing Factor | 1.2658714593978 |
Regeneration | 8.3029386393414 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -56.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 3 |
See Stealth | 7 |
See Invisible | 5 |
Offense: Mainhand
Damage | 57 |
Accuracy | 39 |
Crit Chance | 14% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 31 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +30% |
Light | +26% |
Darkness | +14% |
Cold | +38% |
Mind | +10% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Physical | +10% |
Light | +15% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 26.25370555356 (69.089918982114%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 22 |
Physical Save | 23 |
Spell Save | 31 |
Mental Save | 17 |
Defense: Resistances
Acid | + 3%( 70%) |
Cold | + 63%( 70%) |
All | 0%( 70%) |
Darkness | + 18%( 70%) |
Light | + 55%( 70%) |
Mind | + 9%( 70%) |
Lightning | + 40%( 70%) |
Fire | + 16%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 0% |
Bleed Resistance | 20% |
Blind Resistance | 74% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 165 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 127 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Guardian | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.13 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 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 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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You failed to protect the repented thief from death by loce. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 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. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed minotaur nose. * You've found the needed bear paw. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +46.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.47 to 94.42 lightning damage (62.95 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | ![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +15% light +13% cold Res.pen +15% light On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Armour +1 Resists +9% cold ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Res.pen +5% temporal On Hit (Melee): * 10% chance to reduce armor by 27% ----- def ----- Resists +3% acid +6% cold Blind- +20% ---------- misc Infravis +3 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Masteries +0.13 Technique/Combat training Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 longsword 1H weapon [Ego++] Master Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Res.pen +10% physical Acc +8 (+2 eff.) Apr +7 Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Dmg.mod +3% darkness Res.pen +5% mind On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Resists +6% mind Spell.save +7 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +62 Melee+ +11 lightning +11 light +12 mind +10 darkness On Hit: * 20% chance to reduce all saves and defense by 15 While equipped: Stats +2 Dex +2 Mag +2 Cun dps ---------- Dmg.mod +11% light +11% darkness Melee Ret 2 lightning ----- def ----- Armour +6 Fatigue +8% Resists +10% lightning +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +6 Dex +5 Wil +6 Cun dps ---------- Mind.crit +5% ----- def ----- Defense +7 (+3 eff.) Resists +12% light +16% fire Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% cold +3% mind +6% darkness Spell.save +3 (+2 eff.) Max.HP +40.00 Heal.mod +10% Cut- +20% A suit of armour made of mail. |
Inventory
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-7 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +1 Mag dps ---------- Dmg.mod +3% cold Res.pen +20% cold Phasing +20% ----- def ----- Resists +12% cold Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego] Arcane While equipped: Stats +6 Mag Amulets make your neck look great! |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 fire On Crit.r2 +4 light +20 cold While equipped: dps ---------- Acc +7 (+2 eff.) Melee Ret 6 fire ----- def ----- Defense +7 (+3 eff.) Resists +3% fire Disarm- +20% Sharp, long, and deadly. |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +18 cold On Crit.r2 +86 fire While equipped: dps ---------- All.spd +9% Dmg.mod +20% cold Res.pen +18% fire Longbows are used to shoot arrows at your foes. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 25.5 - 35.7 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 6.0 T4 mummy armor [Ego] Nature While equipped: Stats +1 Mag dps ---------- Spell.pwr +9 (+4 eff.) Dmg.mod +17% acid +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists +25% acid -25% fire Decaying mummy wrappings. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% acid +17% physical +7% fire +6% temporal +7% cold Res.pen +5% temporal +5% physical ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +10% acid +11% physical +12% fire +11% cold +5% arcane +9% all Phys.save +17 (+8 eff.) Anom.red +10 Die.at -80.00 life Knockbk- +10% ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% blight Res.pen +20% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 * 10% chance to reduce all saves and defense by 15 ----- def ----- Armour +7 Fatigue +22% Resists +3% blight +11% darkness +5% arcane +11% light A suit of armour made of metal plates. |
![]() 1.0 T5 belt armor [Ego++] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +15.0% Mind.crit +9% Crit.mult +10.00% Phys.pwr +4 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +3% mind Res.pen +15% mind ----- def ----- Armour +1 Resists +3% light ---------- misc Light +3 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 69% 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. A pair of boots made of leather. |
![]() 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. |
![]() 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +25% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Resists +3% lightning Create a radius 3 storm for 5 turns. Each turn, creatures within take 89 lightning damage and will be dazed for 1 turn (447 total damage) Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 2. 100% to gain a 24% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By loce the Cornac Sun Paladin level 19
78th Dusk 122nd year of Ascendancy at 19:27 see stats
By loce the Cornac Sun Paladin level 10
4th Mirth 122nd year of Ascendancy at 01:23 see stats
By loce the Cornac Sun Paladin level 20
1st Time of Equilibrium 122nd year of Ascendancy at 07:40 see stats
By loce the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 17:30 see stats
By loce the Cornac Sun Paladin level 18
55th Dusk 122nd year of Ascendancy at 19:43 see stats
By loce the Cornac Sun Paladin level 16
42nd Dusk 122nd year of Ascendancy at 08:28 see stats
By loce the Cornac Sun Paladin level 15
28th Dusk 122nd year of Ascendancy at 06:17 see stats
By loce the Cornac Sun Paladin level 16
35th Dusk 122nd year of Ascendancy at 02:33 see stats
Log
Ce'Niwyn the skeleton archer shoots!
Loce is more powerful.
Ce'Niwyn the skeleton archer's Shoot performs a ranged critical strike against loce!
loce HEALS from light damage!
Shield of Light hits loce for 13 healing, 13 healing, 13 healing, 13 healing, 13 healing (0 total damage) [63 healing].
Melee retaliation hits Ce'Niwyn the skeleton archer for (2 absorbed), 0 lightning, (5 absorbed), 0 light (0 total damage).
Ce'Niwyn the skeleton archer's Shoot hits loce for 210 physical, 5 light, 4 healing, 27 acid, 22 nature (265 total damage) [4 healing].
Ce'Niwyn the skeleton archer hits loce for 93 nature damage.
loce the level 20 cornac sun paladin was naturalised to death by Ce'Niwyn the skeleton archer on level 1 of Elven Ruins.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Ce'Niwyn the skeleton archer killed loce!
Saving game...
Saving done.
Resting starts...
Talent Shield Pummel is ready to use.
Talent Brandish is ready to use.
Talent Infusion: Wild is ready to use.
Talent Block is ready to use.
Talent Shield Slam is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Healing Light is ready to use.
Talent Shield of Light is ready to use.
Talent Chant of Resistance is ready to use.
Talent Chant of Fortress is ready to use.
Talent Infusion: Healing is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).