Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Steamtech UI 1.1.4 Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Sun Paladin |
| Level / Exp | 23 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by Emiba the Guardian at level 18 on the 3rd Pyre 123rd year of Ascendancy at 17:52 0 / 6Killed by Grand Corruptor at level 21 on the 47th Dusk 123rd year of Ascendancy at 13:29 Killed by skeleton mage at level 22 on the 35th Haze 123rd year of Ascendancy at 15:32 Killed by skeleton warrior at level 22 on the 59th Haze 123rd year of Ascendancy at 18:28 Killed by minotaur at level 23 on the 64th Haze 123rd year of Ascendancy at 08:39 Killed by skeleton warrior at level 23 on the 65th Haze 123rd year of Ascendancy at 01:07 |
Primary Stats
| Strength | 44.845727509167 (base 26) |
| Dexterity | 24.845727509167 (base 10) |
| Constitution | 44 (base 32) |
| Magic | 62 (base 53) |
| Willpower | 21 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -7/681 |
| Positive | 27/86 |
| Stamina | 194/194 |
| Healing Factor | 1.3 |
| Regeneration | 9.23 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Stealth | 12 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 22 |
| Crit Chance | 6% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 50.333333333333 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.35 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +13% |
| Lightning | +10% |
| All | 0% |
Offense: Damage Penetration
| Mind | +8% |
| Darkness | +8% |
Defense: Base
| Armour (hardiness) | 32.32 (84.180064308682%) |
| Defense | 24.598002314104 |
| Ranged Defense | 29.598002314104 |
| Fatigue | 35 |
| Physical Save | 46.885074872972 |
| Spell Save | 40.203073330236 |
| Mental Save | 10.85 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 14%( 70%) |
| Cold | + 34%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 34%( 70%) |
| Mind | + 15%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 21% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 24% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 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: 15 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. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 4.0 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 234.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 193 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Sun | 1.00 |
| 3/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 |
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 | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by ritch flamespitter. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by Norgos, the Guardian. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the repented thief from death by emperor wight. Escort: repented thief (level 7 of Dreadfell) | 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 huge fire dragon that dwelled there. | done |
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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 57. | 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. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed pouch of faeros ash. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed black mamba head. * You've found the needed vial of greater demon bile. | 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 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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 |
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 | scholar's pair of iron boots of uncanny dodging (2 def, 3 armour) scholar's pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +2 Fatigue: +2% Spellpower: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Gleamripper GleamripperCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 15 dreamforge Damage when the wearer is hit: 12 dreamforge / 16 light Changes resistances: +7% mind / +9% blight / +7% fire Blindness immunity: +24% Confusion immunity: +21% Light radius: +10 See stealth: +12 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm of might (0 def, 4 armour) dwarven-steel helm of might (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 Armour: +4 Fatigue: +4% Changes stats: +2 Str / +4 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Crystalline Dwarven-steel gauntlets (0 def, 2 armour) Crystalline Dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Physical power: +12 Armour: +2 Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 Metal gloves protecting the hands up to the middle of the lower arm. |
| On fingers | titan's copper ring of lightning (+20%) titan's copper ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +6 Rings can have magical properties. |
| On fingers | conjurer's gold ring of power conjurer's gold ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 Changes stats: +5 Wil / +5 Mag Spellpower: +14 Mindpower: +10 Rings can have magical properties. |
| Around neck | restful steel amulet of magic (+4) restful steel amulet of magic (+4)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Mag Life regen: +1.10 Amulets can have magical properties. |
| In main hand | balanced stralite waraxe of torment (30.5-42.7 power, 5 apr) balanced stralite waraxe of torment (30.5-42.7 power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Accuracy: +6 Defense: +8 Changes resistances penetration: +8% mind / +8% darkness One-handed war axes. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] 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 | dwarven-steel shield of resistance (8 def, 2 armour, 27 dam, 79.5 block) dwarven-steel shield of resistance (8 def, 2 armour, 27 dam, 79.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.5% Block value: +80 When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +7% fire / +7% cold / +7% lightning / +7% acid Talent granted: +3 Block Handheld deflection devices |
| Cloak | Elelaith the cashmere cloak (2 def, 0 armour) Elelaith the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Str / +2 Con Damage when the wearer hits(melee): 2 arcane Changes damage: +3% arcane Psi when hit: +0.12 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating steel plate armour of stability (4 def, 9 armour) rejuvenating steel plate armour of stability (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +6% physical Physical save: +12 Life regen: +3.00 Stamina each turn: +0.70 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. psionicist's stralite ring of fire (+22%)psionicist's stralite ring of fire (+22%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% fire Changes damage: +11% fire Mental save: +6 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel dagger (17.5-22.75 power, 7 apr)dwarven-steel dagger (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. glacial dwarven-steel greatsword of shearing (35-56 power, 2 apr)glacial dwarven-steel greatsword of shearing (35-56 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 40% ice When wielded/worn: Armour penetration: +10 Armour: +11 Changes resistances penetration: +9% physical / +10% cold Changes damage: +9% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elven-wood vilestaff (25-30 power, 5 apr, fire damage)elven-wood vilestaff (25-30 power, 5 apr, fire damage) Requires: - Magic 35 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff of wizardry (20-24 power, 4 apr, acid damage)yew vilestaff of wizardry (20-24 power, 4 apr, acid damage) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Acid Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil / +3 Mag Changes damage: +20% acid Talent granted: +1 Command Staff Maximum mana: +32.00 Spellpower: +13 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. psychic's stralite waraxe (28.5-39.9 power, 5 apr)psychic's stralite waraxe (28.5-39.9 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Mindpower: +10 One-handed war axes. |
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. |
This item will automatically be transmogrified when you leave the level. Dimkill the cashmere robe (2 def, 0 armour)Dimkill the cashmere robe (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +12% mind / +15% darkness / +9% fire Changes damage: +12% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +40% Defense: +10 Changes stats: +4 Wil / +5 Con Damage when the wearer is hit: 20 poison / 20 nature slow Changes resistances: +30% nature Changes damage: +10% nature / +10% mind / +10% acid Physical save: +10 Spell save: +10 Mindpower: +10 Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level. stralite shield (10 def, 2 armour, 45 dam, 138.5 block)stralite shield (10 def, 2 armour, 45 dam, 138.5 block) Requires: - Strength 35 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.0 - 54.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +138 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Talent granted: +4 Block Handheld deflection devices |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con 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. |
8 lapis lazuli 8 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. |
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. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
spinel 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. |
2 garnet 2 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 old Sher'tul places of power, any items dropped inside is 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. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots of crippling (18/18, 34.5-41.4 power, 3 apr)pouch of dwarven-steel shots of crippling (18/18, 34.5-41.4 power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.5 - 41.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +12.0% Capacity: 18 Special effect when this weapon crits: cripple the target Shots are used with slings to pummel your foes to death. |
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. |
5 quartz 5 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. |
Achievements
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Lorostir the Skeleton Sun Paladin level 21
47th Dusk 123rd year of Ascendancy at 17:37 see stats
Bringer of Doom
Killed a Bringer of Doom.By Lorostir the Skeleton Sun Paladin level 23
63rd Haze 123rd year of Ascendancy at 18:30 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Lorostir the Skeleton Sun Paladin level 11
36th Dusk 122nd year of Ascendancy at 04:21 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Lorostir the Skeleton Sun Paladin level 18
3rd Pyre 123rd year of Ascendancy at 16:51 see stats
Exterminator
Killed 1000 creatures.By Lorostir the Skeleton Sun Paladin level 15
10th Allure 123rd year of Ascendancy at 09:23 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Lorostir the Skeleton Sun Paladin level 21
33rd Haze 123rd year of Ascendancy at 20:04 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Lorostir the Skeleton Sun Paladin level 17
3rd Regrowth 123rd year of Ascendancy at 04:12 see stats
Level 10
Got a character to level 10.By Lorostir the Skeleton Sun Paladin level 10
1st Dusk 122nd year of Ascendancy at 19:23 see stats
Level 20
Got a character to level 20.By Lorostir the Skeleton Sun Paladin level 20
11st Dusk 123rd year of Ascendancy at 09:56 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Lorostir the Skeleton Sun Paladin level 13
76th Dusk 122nd year of Ascendancy at 08:39 see stats
The Arena
Unlocked Arena mode.By Lorostir the Skeleton Sun Paladin level 9
5th Flare 122nd year of Ascendancy at 01:28 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Lorostir the Skeleton Sun Paladin level 19
64th Pyre 123rd year of Ascendancy at 07:11 see stats
The secret city
Discovered the truth about mages.By Lorostir the Skeleton Sun Paladin level 21
32nd Haze 123rd year of Ascendancy at 12:12 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Lorostir the Skeleton Sun Paladin level 17
67th Regrowth 123rd year of Ascendancy at 09:29 see stats
Log
Lorostir killed Ghoulking!
The Master casts Manathrust.
Your shield crumbles under the damage!
The shield around Lorostir crumbles.
The Master hits Lorostir for (100 absorbed), 50 arcane (50 total damage).
Skeleton archer shoots!
Skeleton archer's Shoot hits Lorostir for 87 physical, 6 blight (94 total damage).
The Master receives 29 healing from Ghoulking's purging blight area effect.
Will o' the wisp receives 29 healing from Ghoulking's purging blight area effect.
Lorostir receives 38 healing from Ghoulking's purging blight area effect.
Skeleton warrior receives 29 healing from Ghoulking's purging blight area effect.
Skeleton warrior receives 29 healing from Ghoulking's purging blight area effect.
Skeleton archer receives 29 healing from Ghoulking's purging blight area effect.
Ghoulking receives 29 healing from Ghoulking's purging blight area effect.
Lorostir uses Bone Armour.
A shield forms around Lorostir.
Will o' the wisp is on fire!
Lorostir hits Will o' the wisp for 4 mind, 2 fire, 30 light (36 total damage).
Skeleton warrior resists the dream forge!
Burning from Lorostir hits Skeleton warrior for 2 fire damage.
Lorostir hits Skeleton warrior for 3 mind, 2 fire, 27 light (31 total damage).
Burning from Lorostir hits Skeleton archer for (1 absorbed), 0 fire (0 total damage).
Skeleton warrior hits Lorostir for (141 absorbed), 0 physical, (12 absorbed), 0 nature (0 total damage).
The Master aims less carefully.
The Master casts Freeze.
Lorostir shrugs off the effect 'Frozen'!
Your shield crumbles under the damage!
The shield around Lorostir crumbles.
Saving game...
