Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
Addons | Items Vault 1.0.0 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Sun Paladin |
Level / Exp | 20 / 37% |
Size | medium |
Lifes / Deaths | Killed by Glalle the skeleton mage at level 5 on the 79th Pyre 122nd year of Ascendancy at 06:47 0 / 6Killed by slaver at level 14 on the 71st Dusk 122nd year of Ascendancy at 07:34 Killed by Uthor Brightblade at level 15 on the 20th Haze 122nd year of Ascendancy at 03:30 Killed by Tilubin the halfling at level 16 on the 25th Haze 122nd year of Ascendancy at 17:50 Killed by Urkis, the High Tempest at level 20 on the 24th Regrowth 123rd year of Ascendancy at 07:55 Killed by Urkis, the High Tempest at level 20 on the 25th Regrowth 123rd year of Ascendancy at 03:12 |
Primary Stats
Strength | 47 (base 31) |
Dexterity | 13 (base 10) |
Constitution | 34 (base 26) |
Magic | 40 (base 42) |
Willpower | 22 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -72/546 |
Positive | 26/67 |
Stamina | 212/212 |
Healing Factor | 1.2 |
Regeneration | 2.88 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 47 |
Accuracy | 24 |
Crit Chance | 8% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 30 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 19.4 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Physical | +14% |
Lightning | +15% |
Light | +27% |
Nature | +6% |
Blight | +16% |
Arcane | +9% |
Cold | +3% |
All | 0% |
Defense: Base
Armour (hardiness) | 36.24 (63%) |
Defense | 21.025 |
Ranged Defense | 26.525 |
Fatigue | 44 |
Physical Save | 49.431742159072 |
Spell Save | 43.881742159072 |
Mental Save | 32.6 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 33%( 70%) |
Physical | + 11%( 70%) |
Cold | + 25%( 70%) |
All | + 5%( 70%) |
Lightning | + 12%( 70%) |
Light | + 14%( 70%) |
Darkness | + 46%( 70%) |
Fire | + 21%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Knockback Resistance | 22% |
Disarm Resistance | 20% |
Stun Resistance | 20% |
Confusion Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 73 with a minimum range of 15. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 249 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Sun | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Shield of Light |
talent | Weapon of Light |
talent | Chant of Fortitude |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is in the center of a lightning hurricane, doing 28.49 to 85.48 lightning damage to itself and others around every turn. Hurricane |
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 failed to protect the lost warrior from death by Gloyata the snow giant. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by Wrathroot. Escort: repented thief (level 4 of Old Forest) | failed |
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 have explored the Daikara and vanquished the Dragon. | 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 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 | pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +3 Fatigue: +2% 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 clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 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. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
On hands | polar iron gauntlets of strength (+2) (0 def, 1 armour) polar iron gauntlets of strength (+2) (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: Physical power: +6 Armour: +1 Changes stats: +2 Str Damage when the wearer hits(melee): 6 cold Changes resistances: +5% cold Changes damage: +3% 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 | copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 Confusion immunity: +20% Rings can have magical properties. |
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. |
Around neck | Shinegrind ShinegrindInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 8 light Changes damage: +15% lightning / +27% light Amulets can have magical properties. |
In main hand | Murkdare (22-30.8 power, 4 apr) Murkdare (22-30.8 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +16 blight Burst (radius 1) on hit: +16 nature When wielded/worn: Changes damage: +12% blight One-handed war axes. |
Around waist | Iveba IvebaPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Changes damage: +9% arcane Maximum stamina: +25.00 A belt that goes around your waist. |
In off hand | Black Mesh (8 def, 2 armour, 29.5 dam, 110 block) Black Mesh (8 def, 2 armour, 29.5 dam, 110 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +5.0% Block value: +110 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +30% darkness / +15% blight Talent granted: +3 Block Stamina each turn: +2.00 Black, interwoven tendrils form this mesh that can be used as shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Cloak | thick linen cloak of fog (6 def, 6 armour) thick linen cloak of fog (6 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +6 Changes resistances: +11% fire / +11% cold / +10% light Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | radiant steel plate armour of the dragon (4 def, 9 armour) radiant steel plate armour of the dragon (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +3 Str / +3 Wil / +2 Con Damage when the wearer is hit: 5 light Changes resistances: +6% physical / +6% fire / +5% cold / +7% lightning / +5% acid / +10% blight / +13% darkness Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +20% Knockback immunity: +22% Light radius: +1 A suit of armour made of metal plates. |
Inventory
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. warrior's steel ringwarrior's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Morningmaster (17.5-26.25 power, 2 apr)Morningmaster (17.5-26.25 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 20 light Changes resistances: +5% arcane / +12% cold / +9% blight Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel battleaxe of massacre (40-60 power, 2 apr)flaming dwarven-steel battleaxe of massacre (40-60 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Burst (radius 1) on hit: +8 fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel mace of paradox (25-35 power, 4 apr)balanced dwarven-steel mace of paradox (25-35 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Damage when this weapon hits: +11 temporal When wielded/worn: Accuracy: +5 Defense: +7 Damage when the wearer is hit: 7 temporal Changes resistances: +13% temporal Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mace (26.5-37.1 power, 4 apr)dwarven-steel mace (26.5-37.1 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. nature's thorny mindstar of slime (10-11 power, 24 apr, nature damage)nature's thorny mindstar of slime (10-11 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 slime Changes resistances: +3% blight Changes damage: +7% nature Disease immunity: +13% Mindpower: +3 Mental crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level. Yaruchik (15-18 power, 3 apr, light damage)Yaruchik (15-18 power, 3 apr, light damage) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Light Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Ranged Defense: +8 Changes resistances: +15% light Changes damage: +15% light Talent granted: +1 Command Staff Disarm immunity: +25% Spellpower: +6 Spell crit. chance: +2% Resist all after a teleport: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe (20-28 power, 4 apr)dwarven-steel waraxe (20-28 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel waraxe of nature (20-28 power, 4 apr)insidious dwarven-steel waraxe of nature (20-28 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +10 insidious poison Damage conversion: 29% nature When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +6% nature One-handed war axes. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel waraxe (21-29.4 power, 4 apr)quick dwarven-steel waraxe (21-29.4 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 90% When wielded/worn: Accuracy: +5 Changes stats: +2 Dex One-handed war axes. |
This item will automatically be transmogrified when you leave the level. gemmed whip handlegemmed whip handle Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. Type: weapon / whip ; tier 3 |
This item will automatically be transmogrified when you leave the level. cashmere cloak (2 def, 0 armour)cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. gore-encrusted suit of iron mailgore-encrusted suit of iron mail Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 |
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. |
5 aquamarine 5 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
9 opal 9 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. |
7 topaz 7 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
2 spinel 2 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
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. |
This item will automatically be transmogrified when you leave the level. supercharged yew totem of cure poisons [power 3] (28 cooldown)supercharged yew totem of cure poisons [power 3] (28 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to removes up to 3 poisons from the target, placing all other charms into a 28 cooldown. Natural totems are made by powerful wilders to store nature power. |
11 amethyst 11 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. |
This item will automatically be transmogrified when you leave the level. yew wand of trap destruction [power 54] (15 cooldown)yew wand of trap destruction [power 54] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to try to disarm any known traps in a line (disarm power 54), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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. |
zircon 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
By Uthor Brightblade the Thalore Sun Paladin level 14
64th Dusk 122nd year of Ascendancy at 11:22 see stats
By Uthor Brightblade the Thalore Sun Paladin level 18
68th Haze 122nd year of Ascendancy at 04:28 see stats
By Uthor Brightblade the Thalore Sun Paladin level 19
23rd Regrowth 123rd year of Ascendancy at 03:47 see stats
By Uthor Brightblade the Thalore Sun Paladin level 17
46th Haze 122nd year of Ascendancy at 22:28 see stats
By Uthor Brightblade the Thalore Sun Paladin level 10
30th Dusk 122nd year of Ascendancy at 03:00 see stats
By Uthor Brightblade the Thalore Sun Paladin level 20
23rd Regrowth 123rd year of Ascendancy at 03:47 see stats
By Uthor Brightblade the Thalore Sun Paladin level 3
78th Pyre 122nd year of Ascendancy at 02:38 see stats
By Uthor Brightblade the Thalore Sun Paladin level 14
66th Dusk 122nd year of Ascendancy at 22:08 see stats
By Uthor Brightblade the Thalore Sun Paladin level 19
22nd Regrowth 123rd year of Ascendancy at 21:42 see stats
By Uthor Brightblade the Thalore Sun Paladin level 14
73rd Dusk 122nd year of Ascendancy at 02:21 see stats
By Uthor Brightblade the Thalore Sun Paladin level 9
7th Mirth 122nd year of Ascendancy at 02:13 see stats
By Uthor Brightblade the Thalore Sun Paladin level 12
49th Dusk 122nd year of Ascendancy at 07:16 see stats
By Uthor Brightblade the Thalore Sun Paladin level 16
21st Haze 122nd year of Ascendancy at 02:57 see stats
Log
Urkis, the High Tempest hits Uthor Brightblade for 16 lightning damage.
Uthor Brightblade casts Healing Light.
Urkis, the High Tempest casts Rune: Manasurge.
Urkis, the High Tempest starts to surge mana.
Urkis, the High Tempest hits Uthor Brightblade for 82 cold damage.
Urkis, the High Tempest hits Uthor Brightblade for 67 lightning damage.
Urkis, the High Tempest hits Uthor Brightblade for 43 lightning damage.
Urkis, the High Tempest casts Shock.
Urkis, the High Tempest hits Uthor Brightblade for 96 lightning damage.
Uthor Brightblade is dazed!
Uthor Brightblade is not dazed anymore.
Uthor Brightblade stops regenerating health quickly.
Urkis, the High Tempest hits Uthor Brightblade for 62 lightning damage.
Urkis, the High Tempest hits Uthor Brightblade for 26 lightning damage.
Urkis, the High Tempest casts Nova.
Urkis, the High Tempest hits Uthor Brightblade for 80 lightning damage.
Uthor Brightblade shrugs off the effect 'Dazed'!
Uthor Brightblade casts Searing Light.
Uthor Brightblade hits Urkis, the High Tempest for 57 light damage.
Urkis, the High Tempest hits Uthor Brightblade for 67 lightning damage.
Uthor Brightblade hits Urkis, the High Tempest for 28 light damage.
Urkis, the High Tempest hits Uthor Brightblade for 17 lightning damage.
Uthor Brightblade shrugs off the effect 'Dazed'!
Urkis, the High Tempest casts Freeze.
Saving done.
Saving done.
Saving game...