











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 27 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Lady Zoisla the Tidebringer at level 4 on the 77th Pyre 122nd year of Ascendancy at 09:34 0 / 7Killed by Lisabrevena the wolf at level 8 on the 7th Mirth 122nd year of Ascendancy at 20:35 Killed by Velerawen the brown bear at level 14 on the 44th Dusk 122nd year of Ascendancy at 05:46 Killed by Bethywe the rogue at level 15 on the 45th Dusk 122nd year of Ascendancy at 05:50 Killed by Emadavena the bandit lord at level 22 on the 26th Haze 122nd year of Ascendancy at 06:48 Killed by Islovea the snow giant chieftain at level 25 on the 48th Haze 122nd year of Ascendancy at 03:04 Killed by Salydarina the fire drake hatchling at level 27 on the 49th Haze 122nd year of Ascendancy at 01:29 |
Primary Stats
| Strength | 32 (base 20) |
| Dexterity | 44 (base 40) |
| Constitution | 26 (base 15) |
| Magic | 73 (base 58) |
| Willpower | 28 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | -71/919 |
| Mana | 326/346 |
| Positive | 32/128 |
| Healing Factor | 1.4916586254954 |
| Regeneration | 30.056921303733 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 61 |
| Crit Chance | 18% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +54% |
| Temporal | +4% |
| Blight | +9% |
| Arcane | +4% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Mind | +20% |
| Cold | +25% |
| Light | +60% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 18 (57.718496631565%) |
| Defense | 50 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 37 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 21%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 68%( 70%) |
| Temporal | + 16%( 70%) |
| Mind | + 8%( 70%) |
| Darkness | + 38%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Confusion Resistance | 0% |
| Stun Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 67% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 215.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 3 darkness, 5 blight, 4 nature |
Class Talents
| Celestial / Guardian | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.46 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.46 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 grave | active |
You failed to protect the lost warrior from death by Lady Zoisla the Tidebringer. Escort: lost warrior (level 2 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 |
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 AlchemistsStire of Derth needs your help making an elixir of avoidance. 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.' * '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.' * '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 mysticism. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed green worm. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within9 lumberjacks have died. | done |
Equipment
| On feet | Iverin the Loamwitch (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Dex / +4 Mag / +1 Wil / +2 Cun / +6 Lck Changes resistances penetration: +5% nature Stealth bonus: +6 Light radius: +3 A pair of boots made of leather. |
| Light source | GloroveaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Damage when hit (Melee): 2 arcane Changes resistances: +9% cold / +1% physical Life regen: +2.00 Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Arurin (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +16% fire / +6% cold Reduces incoming crit damage: 15.00% Life regen: +2.00 Only die when reaching: -40.00 life Maximum life: +80.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Duathelscar' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to reduce damage dealt by 17% Damage (Melee): 5 temporal Damage (Ranged): 7 temporal Changes stats: +2 Cun / +3 Mag Changes resistances: +6% temporal / +11% darkness / +3% light Changes resistances penetration: +10% light Changes damage: +4% arcane / +4% temporal Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Frozenripper the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Wil / +4 Cun / +5 Con Changes resistances: +3% fire / +24% light / +3% cold Changes resistances penetration: +25% cold Changes damage: +12% light Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
| On fingers | gold ring 'Glorana'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 25 light Damage (Ranged): 14 light Changes stats: +8 Mag Changes damage: +10% light Reduces incoming crit damage: 15.00% Spell save: +8 (+4 eff.) Life regen: +7.00 Maximum life: +60.00 See invisible: +18 Healing mod.: +12% Rings make your fingers look great! |
| Around neck | Boratir the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Changes damage: +12% acid / +9% blight Talent masteries: +0.16 Celestial / Light +0.16 Celestial / Combat Physical save: +12 (+6 eff.) Spell save: +11 (+5 eff.) Mental save: +12 (+4 eff.) Stun/Freeze immunity: +23% Amulets make your neck look great! |
| In main hand | yew magestaff 'Grinynik' (20-24 power, 4 apr, light element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +7.0% Physical power: +8 (+3 eff.) Defense: +10 (+3 eff.) Changes stats: +3 Con Changes resistances: +1% physical Changes damage: +20% light Talent granted: +1 Command Staff Critical mult.: +12.00% Mental save: +9 (+3 eff.) Life regen: +3.00 Spellpower: +20 (+6 eff.) Spell crit. chance: +11% Healing mod.: +12% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | SalothInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +7 Str / +2 Cun / +3 Con Changes resistances: +6% lightning / +7% temporal Reduces incoming crit damage: 5.00% Maximum hate: +4.00 A belt that goes around your waist. |
| In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | Churig the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 (+5 eff.) Defense: +2 (+0 eff.) Fatigue: -7% Damage when hit (Melee): 4 mind Changes resistances: +12% acid / +6% lightning Changes resistances penetration: +20% mind Changes damage: +6% mind Mental save: +15 (+5 eff.) Maximum life: +58.00 Maximum stamina: +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Raindare the hardened leather armour (9 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 2 nature Changes stats: +2 Wil Changes resistances: +20% fire / +5% mind / +3% nature Reduces incoming crit damage: 10.00% Mental save: +10 (+3 eff.) Life regen: +5.90 Maximum life: +50.00 Healing mod.: +12% A suit of armour made of leather. |
Inventory
blink rune of the wizard (range 7; phase 21; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic 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 spell talent. |
Noyatar (6 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +6% acid / +14% cold / +5% arcane / +12% mind Allows you to breathe in: water Mental save: +6 (+2 eff.) Only die when reaching: -80.00 life A suit of armour made of leather. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
249 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. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 after 40 turns Activation costs 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 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) Activation costs 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. |
5 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Athena the Cornac Sun Paladin level 13
34th Dusk 122nd year of Ascendancy at 10:06 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Athena the Cornac Sun Paladin level 23
27th Haze 122nd year of Ascendancy at 15:46 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Athena the Cornac Sun Paladin level 22
26th Haze 122nd year of Ascendancy at 18:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Athena the Cornac Sun Paladin level 10
5th Flare 122nd year of Ascendancy at 19:24 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Athena the Cornac Sun Paladin level 20
11st Haze 122nd year of Ascendancy at 22:08 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Athena the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 09:18 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Athena the Cornac Sun Paladin level 22
26th Haze 122nd year of Ascendancy at 18:16 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Athena the Cornac Sun Paladin level 21
24th Haze 122nd year of Ascendancy at 18:53 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Athena the Cornac Sun Paladin level 25
48th Haze 122nd year of Ascendancy at 03:04 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Athena the Cornac Sun Paladin level 13
15th Dusk 122nd year of Ascendancy at 12:03 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Athena the Cornac Sun Paladin level 22
26th Haze 122nd year of Ascendancy at 18:16 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Athena the Cornac Sun Paladin level 7
3rd Mirth 122nd year of Ascendancy at 19:21 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Athena the Cornac Sun Paladin level 24
33rd Haze 122nd year of Ascendancy at 11:45 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Athena the Cornac Sun Paladin level 18
1st Time of Equilibrium 122nd year of Ascendancy at 02:51 see stats
Log
Athena uses Infusion: Healing.
Athena is free from the rotting disease.
Athena receives 261 healing from Infusion: Healing.
Athena casts Rune: Biting Gale.
Athena hits Storm drake hatchling for 189 light damage.
Athena hits Storm drake hatchling for 189 light damage.
Athena hits Salydarina the fire drake hatchling for 166 light, 99 cold (265 total damage).
Athena killed Storm drake hatchling!
Athena killed Storm drake hatchling!
Athena casts Judgement.
Athena is afflicted by a weakness disease!
Salydarina the fire drake hatchling's Soul Rot hits Athena for 263 blight damage.
Athena receives 17 healing from Shield of Light.
Fox is not dazed anymore.
Storm drake hatchling is not dazed anymore.
Storm drake hatchling is dazed!
Storm drake hatchling loses sight!
Searing Sight hits Storm drake hatchling for 82 light damage.
Searing Sight hits Storm drake hatchling for 82 light damage.
Searing Sight hits Fox for 82 light damage.
Searing Sight hits Salydarina the fire drake hatchling for 72 light damage.
Weakness Disease from Salydarina the fire drake hatchling hits Athena for 54 blight damage.
Decrepitude Disease from Salydarina the fire drake hatchling hits Athena for 54 blight damage.
Shield of Light hits Athena for 17 healing, 17 healing (0 total damage) [34 healing].
Salydarina the fire drake hatchling casts Bone Spear.
Salydarina the fire drake hatchling hits Athena for 436 physical damage.
Bone Spike hits Fox for 504 acid damage.
Bone Spike hits Athena for 53 physical damage.
Shield of Light hits Athena for 17 healing, 17 healing (0 total damage) [34 healing].
Athena the level 27 cornac sun paladin was ground to death by Salydarina the fire drake hatchling on level 2 of Daikara.
















































































