











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 17 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Assassin Lord at level 11 on the 27th Dusk 122nd year of Ascendancy at 11:45 0 / 5Killed by war hound at level 14 on the 77th Dusk 122nd year of Ascendancy at 15:32 Killed by Salussra the Blightborn at level 15 on the 19th Haze 122nd year of Ascendancy at 20:05 Killed by corrupted plasmic disruptor at level 15 on the 19th Haze 122nd year of Ascendancy at 20:42 Killed by Neratha the shivgoroth at level 17 on the 25th Haze 122nd year of Ascendancy at 20:42 |
Primary Stats
| Strength | 62 (base 44) |
| Dexterity | 21 (base 10) |
| Constitution | 26 (base 10) |
| Magic | 52 (base 36) |
| Willpower | 23 (base 10) |
| Cunning | 28 (base 10) |
Resources
| Life | 456/456 |
| Positive | 98/98 |
| Stamina | 180/180 |
| Healing Factor | 1.5224489795918 |
| Regeneration | 0.38061224489796 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 43 |
| Crit Chance | 15% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Light | +10% |
| Temporal | +6% |
| Acid | +15% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 31.268591263751 (89.859154929577%) |
| Defense | 30 |
| Ranged Defense | 38 |
| Fatigue | 30 |
| Physical Save | 33 |
| Spell Save | 23 |
| Mental Save | 24 |
Defense: Resistances
| Acid | 10%( 70%) |
| Blight | 29%( 70%) |
| Physical | 6%( 70%) |
| Cold | 23%( 70%) |
| All | 4%( 70%) |
| Darkness | 27%( 70%) |
| Light | 45%( 70%) |
| Temporal | 7%( 70%) |
| Lightning | 36%( 70%) |
| Nature | 23%( 70%) |
Defense: Immunities
| Disarm Resistance | 56% |
| Confusion Resistance | 10% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
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: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 155 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 360 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 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 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
| 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 |
You failed to protect the lost anorithil from death by giant venus flytrap. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+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 |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed ice ant stinger. The Brotherhood of Alchemists* You&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * &039;s undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you&039;t apply curses.&WHITESLATE039;Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.&WHITELIGHT_GREEN039;ve found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * &039; * &039; * You&WHITESLATE039;Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.&WHITESLATE039;Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won&039; * You& | 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 within | 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 | Beryrion (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +3 Dex / +6 Mag Changes resistances: +6% blight Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (74 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Fulokor the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +1% Changes stats: +3 Str / +3 Mag / +4 Wil / +7 Cun / +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | spellstreaming rough leather gloves of strength (+3) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str Mana each turn: +0.12 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | sapper&Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | onyx ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Rings can have magical properties. |
| On fingers | ArmufangPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +3 Cun / +6 Con Changes resistances: +24% darkness / +3% temporal Changes damage: +12% darkness Reduces incoming crit damage: 10.00% Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +30% Maximum life: +25.00 Rings can have magical properties. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | stralite longsword &039; (32.5-45.5 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +16 (+8 eff.) Ranged Defense: +9 (+4 eff.) Changes resistances: +6% acid / +2% physical / +15% lightning Changes damage: +6% temporal Disarm immunity: +33% Confusion immunity: +10% Sharp, long, and deadly. |
| Around waist | 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. |
| In off hand | icy dwarven-steel shield of radiance (8 def, 2 armour, 29-34.8 power, 81 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +81 Damage (Melee): +12 light / +13 cold When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 6 cold Effects when hit in melee: * 10% chance to blind Damage when hit (Melee): 13 ice Changes stats: +2 Mag / +4 Con Changes resistances: +13% light Talent granted: +3 Block Handheld deflection devices. |
| Cloak | cashmere cloak &039; (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Str / +5 Dex / +2 Mag Changes damage: +15% acid Physical save: +10 (+5 eff.) See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ebonywasp (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes stats: +4 Cun / +3 Wil Changes resistances: +18% lightning Mental save: +11 (+5 eff.) A suit of armour made of metal plates. |
Inventory
starlit gold amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +15% light / +19% darkness Blindness immunity: +27% Amulets can have magical properties. |
savior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 14% chance to blind Damage (Ranged): 27 light Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
stralite ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +6 Dex Changes resistances: +30% acid Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Unlighttickler (62-99.2 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +3 Defense: +7 (+3 eff.) Changes stats: +1 Dex Changes resistances: +2% physical Disarm immunity: +50% Life regen: +0.20 Massive two-handed swords. |
Velisetta (37-51.8 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Burst (radius 2) on crit: +4 acid When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes damage: +6% arcane / +15% acid Sharp, long, and deadly. |
iron waraxe &039; (12-16.8 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +5 Wil / +5 Cun / +2 Con Changes resistances penetration: +10% fire Disarm immunity: +20% One-handed war axes. |
Glitterwar (23/23, 43.5-52.2 power, 5 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 70% Dex, 50% Cun Damage type: Blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 23 On weapon hit: * 40% chance to cause random gloom * 20% chance to disease * 40% chance to blind Damage (Ranged): +11 temporal / +5 nature Burst (radius 1) on hit: +12 blight Burst (radius 2) on crit: +8 light Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Fogdeath the reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 darkness / 10 physical Changes resistances: +12% darkness Changes resistances penetration: +25% darkness Changes damage: +12% darkness A suit of armour made of leather. |
rejuvenating dwarven-steel mail armour of stability (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +7% physical Physical save: +13 (+6 eff.) Life regen: +2.00 Stamina each turn: +0.80 A suit of armour made of mail. |
thick cashmere cloak of Iron Throne (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative pair of rough leather boots of disengagement (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Dex Life regen: +1.70 Healing mod.: +13% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 89% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Changes stats: +3 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blindfoe the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light Changes stats: +3 Str / +3 Con Changes resistances: +3% nature / +3% light Changes resistances penetration: +20% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Eclipseknave (0 def, 7 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 blight Changes resistances: +3% blight Changes resistances penetration: +20% blight Changes damage: +3% darkness / +9% blight Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
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. |
43 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
supercharged yew wand of clairvoyance [power 12] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 12, power 67 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Red the Cornac Sun Paladin level 12
51st Dusk 122nd year of Ascendancy at 13:16 see stats
Fast Curse Dispel (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Red the Cornac Sun Paladin level 12
51st Dusk 122nd year of Ascendancy at 13:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Red the Cornac Sun Paladin level 10
9th Flare 122nd year of Ascendancy at 02:06 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Red the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 01:30 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Red the Cornac Sun Paladin level 11
27th Dusk 122nd year of Ascendancy at 14:01 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Red the Cornac Sun Paladin level 7
77th Pyre 122nd year of Ascendancy at 21:13 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Red the Cornac Sun Paladin level 14
75th Dusk 122nd year of Ascendancy at 11:28 see stats
Log
Xerogamira the shivgoroth&fbd578LASTSLATELAST1133F3LASTLASTLASTLAST039;s armor corrodes!
Neratha the shivgoroth resists the mind attack!
Red performs a melee critical strike against Neratha the shivgoroth!
Neratha the shivgoroth HEALS from cold damage!
Neratha the shivgoroth hits Red for (11 blocked), 0 physical, 12 cold, (11 blocked), 0 physical, 12 cold, (11 blocked), 0 physical, 12 cold (35 total damage).
Red hits Neratha the shivgoroth for 22 physical, 15 light, 0 cold, 13 healing, 0 cold, 6 healing, 3 mind, 69 physical, 24 light, 0 cold, 22 healing, 0 cold, 10 healing, 9 mind, 41 physical, 24 light, 0 cold, 22 healing, 0 cold, 10 healing, 9 mind (216 total damage) [84 healing].
Neratha the shivgoroth HEALS from cold damage!
Shivgoroth&1133F3LASTLAST039;s glacial vapour area effect hits Neratha the shivgoroth for 0 cold, 15 healing (0 total damage) [15 healing].
Shivgoroth&1133F3LASTLAST039;s glacial vapour area effect hits Red for 12 cold damage.
Red&YELLOWLASTLASTLASTLASTUID:71914:0fbd578LASTLASTLASTLASTUID:72305:0fbd578LASTLIGHT_STEEL_BLUELASTLAST039;s Strafe hits Red for 59 physical damage.
Red the level 17 cornac sun paladin was swiped to death by Neratha the shivgoroth on level 2 of Santascape.
You have no more lives left.
Red warms up.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Neratha the shivgoroth&fbd578LAST
Saving done.





































































