Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Ashes of Urh'Rok 1.4.0Official 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:
Items Vault 1.4.8Donators/Buyers bonus! The Burning Coals 1.4.9This addon is yet another OP human subrace, it features strong fire and light based racial talents, extra quests, dungeons, and items that give more character building points. Credits: there are two lore images in the addon that I got from Deviant-Art, the author URL is this: http://nicholaskay.deviantart.com/ All other new art was based on existing Shockbolt's art, or made by myself using GIMP and Krita. The addon is "complete", but I want to add more quests and some other stuff later. changelog 1.1.0 The objective of this version is fix gameplay, there was several problems that weren't found during test with DevMode tools, and also due to blind good luck during testing.
changelog 1.1.1 Just a hotfix, to fix two bugs.
changelog 1.1.2 Hotfix again!
White Monk 1.4.9Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Marksman 1.4.9A complete rework for Archer. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Burning Coal |
Class | White Monk |
Level / Exp | 15 / 99% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 29 (base 20) |
Dexterity | 43 (base 41) |
Constitution | 32 (base 29) |
Magic | 14 (base 14) |
Willpower | 32 (base 25) |
Cunning | 18 (base 12) |
Resources
Life | 690/690 |
Stamina | 219/219 |
Healing Factor | 1.695 |
Regeneration | 29.132216511246 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +131.93272727273% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 8 |
See Stealth | 12 |
See Invisible | 13 |
Offense: Barehand
Damage | 43 |
Accuracy | 50 |
Crit Chance | 21% |
APR | 5 |
Speed | 0.80 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 21% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 21% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 12 (60.882352941176%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 23 |
Mental Save | 24 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 30% |
Instadeath Resistance | 100% |
Poison Resistance | 11% |
Blind Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 45 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 500 damage for 25 turns. |
Class Talents
Technique / Combat veteran | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Rending | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mending | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Martial Arts | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Human / Burning coal | 1.40 |
Technique / Mobility | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
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 successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +1. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
You don't really need to do this, but why not? There are potential clues in lots of places, these are good ones to start with, all of them easy! Looking for easy cluesTrollmire is a forest near the halfling town of Derth, it has lots of troublesome trolls that bother the halflings. * You have explored the Trollmire and vanquished Prox the Troll, but didn't found anything interesting. Kor'Pul are some ruins also near Derth, there are rumours there are some evil creature inside. * You have explored the ruins of Kor'Pul and vanquished the Possessed, but didn't found anything interesting, Kor'Pul maybe is really dead. You have heard that within the scintillating caves on the Shaloren lands lie strange crystals imbued with Spellblaze energies. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. You found lots of living crystals there, seemly a corruption of Spellblaze, also you found evidence that someone intend to use the leftovers of Spellblaze in some kind of quest for power, finding that person is an interesting idea. There are also rumours of a renegade Shaloren camp to the west of their capital. * You have explored the Rhaloren camp and killed the Inquisitor. You found out the Rhaloren are Shaloren that want to use magic in the open again, also their real leader wasn't present. * You wonder if the Rhaloren leader and the Scintillating Caves explorer is the same person, regardless, you must find those people later, seemly they (or 'him') went toward the fiery spellblazed forest. The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. * You have explored Norgos' Lair and stopped the shivgoroth invasion. Something is amiss there, but you failed to figure out what. On the western border of the Thaloren forest a gloomy aura has been set up. Things inside are... twisted. * You have explored the Heart of the Gloom and slain the Withering Thing. Something is amiss there, but you failed to figure out what. * You explored lots of places, killed lots of unique creatures, but you only learned scraps of information, maybe not even that. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * '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.' * 'Needed: one storm wyrm claw. I recommend severing one of 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.' Ungrol of Last Hope needs your help making an elixir of brawn. 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 bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed length of troll intestine. | active |
Explore the Embers of Creation caves, and find what you are looking for, whatever it is. The Burning Coals of Creation* You entered the cave, and now feel your chest burning, you need to find out why. * You found some god fragment, absorbed some of his lingering aura, and found a knife that was used to stab him. * You also killed an alchemist that was experimenting with some god remnants and attacked you. You found with him a potion that is essentially an extract of a god essense. * You killed the gigantic bone golem that was blocking the exit! * You left place after absorbing lots of godly power, you still feel you could learn more about this though. But you must seek elsewhere, on the world at large. | done |
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 |
Equipment
On feet | scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | corrosive iron gauntlets of strength (+2) (0 def, 1 armour) corrosive 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: +5 (+2 eff.) Armour: +1 Damage (Melee): 7 acid Changes stats: +2 Str Changes resistances: +5% acid Changes damage: +3% acid When used to modify unarmed attacks: Base power: 14.5 - 20.3 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% When this weapon hits: Acid Breath (10% chance level 1). Burst (radius 2) on crit: +5 acid Metal gloves protecting the hands up to the middle of the lower arm. |
On head | linen wizard hat of knowledge (1 def, 0 armour) linen wizard hat of knowledge (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Cun / +3 Wil Mindpower: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
Tool | iron pickaxe 'Xerykira' (dig speed 30 turns) iron pickaxe 'Xerykira' (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +3 Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | warrior's copper ring of sensing warrior's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Blindness immunity: +20% Infravision radius: +3 See stealth: +7 See invisible: +8 Rings can have magical properties. |
On fingers | treant's copper ring of perseverance treant's copper ring of perseveranceInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +6% blight Poison immunity: +11% Disease immunity: +12% Stun/Freeze immunity: +20% Life regen: +1.00 Rings can have magical properties. |
Around neck | restful copper amulet of constitution (+3) restful copper amulet of constitution (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Con Life regen: +0.90 Amulets can have magical properties. |
Main armor | cured leather armour 'Emeludheba' (2 def, 4 armour) cured leather armour 'Emeludheba' (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical / 8 temporal Changes resistances: +17% fire Life regen: +4.30 Spellpower on spell critical (stacks up to 3 times): +2 Healing mod.: +12% A suit of armour made of leather. |
Light source | Magical Obsidian Magical ObsidianPowered by arcane forces Infused by nature 2.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +15% cold / +20% fire / +15% darkness / +15% light Changes resistances cap: +5% cold / +10% fire / +5% darkness / +5% light Trap disarming bonus: +10 Blindness immunity: +30% Confusion immunity: +30% Light radius: +3 Infravision radius: +5 See stealth: +5 See invisible: +5 Healing mod.: +10% A magical obsidian rock, it looks black as expected from an obsidian, but lights up the path like if it was molten lava, yet it is cold to the touch. |
Cloak | linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Tedunadudig TedunadudigInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes resistances: +10% lightning Stun/Freeze immunity: +20% Life regen: +0.20 Amulets can have magical properties. |
copper amulet of constitution (+2) copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. |
stabilizing copper amulet of willpower (+3) stabilizing copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% temporal Pinning immunity: +23% Knockback immunity: +20% Amulets can have magical properties. |
copper ring of nature (+20%) copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
grounding rough leather belt of the mystic grounding rough leather belt of the mysticPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal Mental save: +6 (+3 eff.) Spellpower: +2 (+2 eff.) A belt that goes around your waist. |
linen robe of protection (2 def, 3 armour) linen robe of protection (2 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+2 eff.) Physical save: +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+3) (0 def, 1 armour) rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +3 Str When used to modify unarmed attacks: Base power: 12.5 - 13.8 Uses stats: 60% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
21 agate 21 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. |
387 alchemist agate 387 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. |
aquamarine 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. |
16 spinel 16 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb 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) 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, costing 202 power out of 269/400. 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 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. |
12 ametrine 12 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. |
16 citrine 16 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 zircon 16 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
By Colukeind the Burning Coal White Monk level 10
3rd Mirth 122nd year of Ascendancy at 07:49 see stats
By Colukeind the Burning Coal White Monk level 13
9th Flare 122nd year of Ascendancy at 14:13 see stats
By Colukeind the Burning Coal White Monk level 14
4th Dusk 122nd year of Ascendancy at 18:51 see stats
Log
You gain 0.50 gold from the transmogrification of slimy linen robe (0 def, 0 armour).
You gain 0.25 gold from the transmogrification of iron waraxe (11.5-16.1 power, 2 apr).
You gain 1.03 gold from the transmogrification of flaming iron mace (11-15.4 power, 2 apr).
You gain 1.00 gold from the transmogrification of Surefire.
You gain 3.13 gold from the transmogrification of balanced iron greatsword (18-28.8 power, 1 apr).
You gain 2.15 gold from the transmogrification of phase door rune of the duelist (range 9; power 26; dur 4).
You gain 1.06 gold from the transmogrification of healing infusion of the warrior (heal 92).
Saving done.
There is a Passageway into Norgos' Lair here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving done.
Saving game...
Today is the 31st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
Today is the 32nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:55.
Today is the 33rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
Today is the 34th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Today is the 35th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:03.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
There is a A gate into the Maze here (press '' or right click to use).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).