Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 27 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Gloryvea the ultimate telugoroth at level 25 on the 62nd Dusk 122nd year of Ascendancy at 17:08 2 / 5Killed by Xerissra the skeleton archer at level 27 on the 70th Dusk 122nd year of Ascendancy at 11:53 Killed by Xerissra the skeleton archer at level 27 on the 70th Dusk 122nd year of Ascendancy at 16:01 Killed by Xerissra the skeleton archer at level 27 on the 70th Dusk 122nd year of Ascendancy at 18:21 Killed by Elise at level 27 on the 70th Dusk 122nd year of Ascendancy at 18:29 |
Primary Stats
| Strength | 81 (base 55) |
| Dexterity | 20 (base 10) |
| Constitution | 51 (base 28) |
| Magic | 63 (base 40) |
| Willpower | 25 (base 10) |
| Cunning | 27 (base 10) |
Resources
| Life | 864/864 |
| Positive | 45/108 |
| Stamina | 266/266 |
| Healing Factor | 1 |
| Regeneration | 4.7983446692309 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 11 |
| Infravision | 13 |
| See Stealth | 13 |
| See Invisible | 19 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 29 |
| Crit Chance | 26% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 53.666666666667 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.15 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 62.32 (100%) |
| Defense | 28.45 |
| Ranged Defense | 33.45 |
| Fatigue | 50 |
| Physical Save | 57.416666666666 |
| Spell Save | 37.425 |
| Mental Save | 45.416666666667 |
Defense: Resistances
| All | 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 41% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 79 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 463 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 9 turns. While Heroism is active, you will only die when reaching -366 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Retribution |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 failed to protect the lost warrior from death by war hound. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
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 huge ice dragon that dwelled there. | 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&LIGHT_GREENWHITESLATE | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed pouch of luminous horror dust. The Brotherhood of Alchemists* &039; * You&WHITESLATE039;Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn&039; * You&WHITESLATE039;Needed: one mummified bone. That is, a bone from a corpse that&039;re certain to find when you kick a mummy apart. I recommend finding one that doesn&039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one storm wyrm claw. I recommend severing one of dewclaws. They&039;ve never been blunted by use, so be careful you don&039;t get eaten.&WHITELIGHT_GREEN039;ve found the needed bloated horror heart. | 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 |
Equipment
| On feet | Dairistir the Dourtrial (0 def, 5 armour) Dairistir the Dourtrial (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 darkness Changes stats: +8 Mag Changes resistances: +3% blight / +12% fire / +3% darkness Changes resistances penetration: +15% darkness Changes damage: +10% acid / +3% fire / +10% blight Disease immunity: +50% Stamina each turn: +1.00 Maximum stamina: +27.00 Spellpower: +9 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Dagoregokan the alchemist& Dagoregokan the alchemist&Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +7% darkness Changes resistances penetration: +25% arcane Changes damage: +7% light Damage affinity(heal): +5% light Spellpower: +10 (+3 eff.) Light radius: +10 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 43.64 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cuthablek the hardened leather cap (0 def, 3 armour) Cuthablek the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Con / +2 Wil Grants telepathy: Humanoid/Orc Hate when firing a critical mind attack: +1.00 A cap made of leather. |
| On hands | Hathidor the dwarven-steel gauntlets (0 def, 2 armour) Hathidor the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +2 Changes stats: +4 Str / +2 Dex / +2 Con Physical save: +3 (+1 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Ragedar (dig speed 10 turns) Ragedar (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Fatigue: -9% Changes stats: +8 Str / +2 Dex Maximum encumbrance: +20 Physical save: +39 (+10 eff.) Spell save: +13 (+5 eff.) Mental save: +11 (+4 eff.) Maximum life: +102.00 Maximum stamina: +24.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | steel ring &039; steel ring &039;Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +4 Mag / +6 Wil / +5 Cun Changes resistances: +12% light Changes resistances penetration: +5% light Mental save: +12 (+4 eff.) Blindness immunity: +28% Spellpower: +9 (+3 eff.) Light radius: +1 Infravision radius: +5 See stealth: +13 See invisible: +13 Rings can have magical properties. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Damage when hit (Melee): 4 darkness Changes stats: +7 Str / +4 Mag / +7 Cun / +6 Con Changes resistances: +3% darkness Physical save: +9 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +21 (+7 eff.) Maximum hate: +6.00 Spellpower: +10 (+3 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn& |
| Around neck | Shadeoozer the steel amulet Shadeoozer the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +3% lightning Changes resistances penetration: +10% darkness Blindness immunity: +13% Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
| In main hand | Lelerig the Voidreign (28.5-39.9 power, 9 apr) Lelerig the Voidreign (28.5-39.9 power, 9 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +15% Damage (Melee): +8 darkness When wielded/worn: Changes resistances: +5% arcane Sharp, long, and deadly. |
| Around waist | Duvundil the rough leather belt Duvundil the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +5 Dex / +1 Wil / +4 Cun / +6 Lck Trap disarming bonus: +8 Stealth bonus: +6 Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +3.00 Infravision radius: +4 A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+10 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Dagarach (2 def, 0 armour) Dagarach (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +3 Wil / +4 Con Mental save: +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vorewe (9 def, 22 armour) Vorewe (9 def, 22 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +22 Defense: +9 (+5 eff.) Fatigue: +22% Changes stats: +7 Str / +4 Con Changes resistances: +10% acid / +13% physical / +5% fire / +5% cold / +10% lightning Changes resistances penetration: +10% physical Reduces incoming crit damage: 5.00% Physical save: +14 (+4 eff.) Stamina each turn: +0.40 Maximum life: +70.00 A suit of armour made of metal plates. |
Inventory
Rune of the Rift (250.00 temporal damage, removed from time 4 turns) Rune of the Rift (250.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 250.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. gold ring &039;gold ring &039; Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes damage: +6% arcane Maximum encumbrance: +32 Spell save: +25 (+9 eff.) Mental save: +9 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Eilinynor the BoltviceEilinynor the Boltvice Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +6% lightning Grants telepathy: Dragon Mental save: +7 (+2 eff.) Spellpower: +5 (+2 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Ulfuromitar the cashmere robe (2 def, 0 armour)Ulfuromitar the cashmere robe (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +3% acid / +22% darkness / +9% mind Changes damage: +15% darkness / +24% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Urthosus (2 def, 0 armour)Urthosus (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight Changes resistances: +6% blight Changes resistances penetration: +5% mind Changes damage: +3% blight Mana each turn: +0.21 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A pointy cloth hat, very wizardly... |
2 onyx 2 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 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 emerald 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. |
This item will automatically be transmogrified when you leave the level. alchemist&alchemist& 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
5 garnet 5 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% Latent Damage Type: Fire 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 after 40 turns, 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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
dwarven-steel torque of kinetic psionic shield &039; [power 67] (20 cooldown) dwarven-steel torque of kinetic psionic shield &039; [power 67] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +2 Cun / +2 Con Maximum wards: +2 physical / +2 mind / +3 darkness Talent cooldown: Telekinetic Blast (+10 turn) Talents granted: +5 Telekinetic Blast +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 67 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel torque of psychoportation [power 31] (23 cooldown)quick dwarven-steel torque of psychoportation [power 31] (23 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 31), putting all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. natural yew totem of cure ailments [power 2] (10 cooldown)natural yew totem of cure ailments [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Elise the Shalore Sun Paladin level 22
48th Dusk 122nd year of Ascendancy at 01:33 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Elise the Shalore Sun Paladin level 14
16th Dusk 122nd year of Ascendancy at 00:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Elise the Shalore Sun Paladin level 10
9th Flare 122nd year of Ascendancy at 02:38 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Elise the Shalore Sun Paladin level 20
39th Dusk 122nd year of Ascendancy at 03:43 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Elise the Shalore Sun Paladin level 8
77th Pyre 122nd year of Ascendancy at 19:01 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Elise the Shalore Sun Paladin level 21
42nd Dusk 122nd year of Ascendancy at 02:59 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Elise the Shalore Sun Paladin level 10
9th Flare 122nd year of Ascendancy at 02:40 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Elise the Shalore Sun Paladin level 12
4th Dusk 122nd year of Ascendancy at 14:44 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Elise the Shalore Sun Paladin level 23
53rd Dusk 122nd year of Ascendancy at 21:14 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Elise the Shalore Sun Paladin level 17
27th Dusk 122nd year of Ascendancy at 14:18 see stats
Log
Xerissra the skeleton archer uses Dual Strike.
Elise is stunned!
Xerissra the skeleton archer performs a melee critical strike against Elise!
Shield of Light hits Elise for 12 healing, 12 healing, 12 healing (0 total damage) [36 healing].
Elise hits Xerissra the skeleton archer for 10 darkness, 17 light, 3 darkness, 6 light (36 total damage).
Xerissra the skeleton archer hits Elise for 33 physical, 4 cold, 309 physical (346 total damage).
Elise the level 27 shalore sun paladin was swiped to death by Xerissra the skeleton archer on level 1 of Ruined halfling complex.
You have 2 life(s) left.
Elise deactivates Chant of Fortitude.
Elise has finished recovering.
Elise deactivates Weapon of Light.
Elise is not stunned anymore.
Elise deactivates Shield of Light.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Xerissra the skeleton archer killed Elise!
Ran for 2 turns (stop reason: interesting character).
Talent Barrier is ready to use.
Talent Wave of Power is ready to use.
Talent Shield Pummel is ready to use.
Talent Bathe in Light is ready to use.
Talent Retribution is ready to use.
Talent Path of the Sun is ready to use.
Elise activates Retribution.
Talent Crusade is ready to use.
Saving done.
Saving game...
