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 | Cornac |
| Class | Sun Paladin |
| Level / Exp | 33 / 21% |
| Size | big |
| Lifes / Deaths | Killed by Saleriata the minotaur at level 23 on the 69th Haze 122nd year of Ascendancy at 20:18 1 / 6Killed by Beluyarin the snow giant at level 27 on the 1st Decay 122nd year of Ascendancy at 23:23 Killed by Glenn the skeleton mage at level 32 on the 7th Regrowth 123rd year of Ascendancy at 11:36 Killed by skeleton warrior at level 33 on the 8th Regrowth 123rd year of Ascendancy at 07:20 Killed by skeleton warrior at level 33 on the 8th Regrowth 123rd year of Ascendancy at 15:08 Killed by Shaen at level 33 on the 8th Regrowth 123rd year of Ascendancy at 16:09 |
Primary Stats
| Strength | 90 (base 58) |
| Dexterity | 10 (base 10) |
| Constitution | 60 (base 34) |
| Magic | 63 (base 49) |
| Willpower | 12 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | 1074/1074 |
| Positive | 0/56 |
| Healing Factor | 1.14 |
| Regeneration | 5.23519233721 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 13 |
| See Invisible | 11 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 183 |
| Accuracy | 35 |
| Crit Chance | 38% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17.2 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Offense: Damage Penetration
| All | +16% |
Defense: Base
| Armour (hardiness) | 40.4 (89.859154929577%) |
| Defense | 26.5 |
| Ranged Defense | 28.5 |
| Fatigue | 32 |
| Physical Save | 57.833333333333 |
| Spell Save | 39.125 |
| Mental Save | 35.575 |
Defense: Resistances
| All | 30%( 70%) |
Defense: Immunities
| Disarm Resistance | 31% |
| Silence Resistance | 10% |
| Confusion Resistance | 20% |
| Knockback Resistance | 32% |
| Pinning Resistance | 31% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 117 with a minimum range of 15. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 443 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 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 7 for 11 turns. While Heroism is active, you will only die when reaching -470 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 338 damage for 6 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.50 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Celestial / Sun | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.40 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Second Life |
| talent | Righteous Strength |
| talent | Chant of Resistance |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 injured seer from death by war hound. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+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 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed giant spider spinneret. The Brotherhood of Alchemists* You&WHITESLATE039;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.&WHITELIGHT_GREEN039;ve found the needed electric eel tail. * You&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed vial of wight ectoplasm. * &039; | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Hurarek (0 def, 4 armour) Hurarek (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 acid Changes stats: +4 Str / +5 Con Changes resistances: +21% lightning Changes damage: +7% physical Spell save: +10 (+4 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | alchemist&039;Goraromirim& alchemist&039;Goraromirim&Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 10 arcane resource burn Changes resistances: +12% fire Changes resistances penetration: +10% mind / +16% all Changes damage: +3% mind Spell save: +6 (+2 eff.) Maximum life: +56.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Shadowrage the iron helm (0 def, 3 armour) Shadowrage the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 acid Changes stats: +3 Str / +3 Con Changes resistances: +6% darkness / +6% acid Changes resistances penetration: +5% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Earoran (dig speed 38 turns) Earoran (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Wil / +2 Con Mental save: +9 (+4 eff.) Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Xeredana XeredanaPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Cun / +4 Mag Changes resistances: +5% arcane / +1% physical Physical save: +25 (+7 eff.) Blindness immunity: +31% Silence immunity: +10% Disarm immunity: +31% Pinning immunity: +31% Knockback immunity: +32% Maximum life: +32.00 Spellpower: +9 (+3 eff.) Infravision radius: +5 See stealth: +13 See invisible: +11 Rings can have magical properties. |
| On fingers | titan& titan&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+3 eff.) Mental save: +8 (+4 eff.) Confusion immunity: +20% Rings can have magical properties. |
| Around waist | hardened leather belt &039; hardened leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Defense: +14 (+7 eff.) Changes stats: +3 Con Stealth bonus: +9 Maximum life: +30.00 A belt that goes around your waist. |
| In main hand | Champion& Champion&Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 115% Str, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
| On hands | Morningcrack (0 def, 3 armour) Morningcrack (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +3 Effects on melee hit: * 10% chance to disease Damage (Melee): 13 lightning / 15 fire Changes resistances: +10% lightning / +9% fire / +9% light Changes damage: +10% lightning / +11% fire / +3% light Critical mult.: +15.00% Spell crit. chance: +19% Mental crit. chance: +12% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Eilinadhedheba the dwarven-steel plate armour (5 def, 11 armour) Eilinadhedheba the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Effects on melee hit: * 15% chance to corrode armour Changes stats: +7 Str Changes resistances: +9% physical / +14% darkness / +22% fire Changes resistances penetration: +10% acid Grants telepathy: Demon/Minor Demon/Major Life regen: +1.20 Equilibrium when hit: +0.04 Maximum life: +56.00 Mindpower: +2 (+2 eff.) Light radius: +2 Healing mod.: +14% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
| Cloak | cashmere cloak &039; (10 def, 0 armour) 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.) Changes stats: +2 Str / +2 Cun / +1 Con Physical save: +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Hurig the gold amulet Hurig the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Changes resistances: +3% nature / +5% arcane Physical save: +18 (+5 eff.) Spell save: +16 (+6 eff.) Mental save: +24 (+9 eff.) Stamina each turn: +0.20 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. teleportation rune (range 26)teleportation rune (range 26) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 26 with a minimum range of 15. 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. |
Earomavon the Dazzleripper Earomavon the DazzleripperCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% light Changes damage: +3% light Physical save: +12 (+4 eff.) Spell save: +10 (+4 eff.) Mental save: +15 (+6 eff.) Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. starlit steel amulet of teleportationstarlit steel amulet of teleportation Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% light / +12% darkness Blindness immunity: +24% Teleport immunity: +50% It can be used to teleport you randomly (rad 34), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Shineshaper (42-63 power, 2 apr)Shineshaper (42-63 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning Burst (radius 2) on crit: +8 temporal When wielded/worn: Changes resistances: +3% light Changes resistances penetration: +5% light Changes damage: +3% light Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul &039; (39.5-59.25 power, 2 apr)dwarven-steel greatmaul &039; (39.5-59.25 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.3 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +4 arcane Burst (radius 1) on hit: +14 fire When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +3% temporal Changes resistances penetration: +20% temporal Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel waraxe of the mystic (18-25.2 power, 4 apr)arcing dwarven-steel waraxe of the mystic (18-25.2 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning When wielded/worn: Changes stats: +3 Wil / +3 Mag Spellpower: +8 (+3 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level. cashmere cloak (2 def, 0 armour)cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Grinygas (0 def, 2 armour)Grinygas (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+8 eff.) Armour: +2 Changes stats: +4 Dex Changes resistances: +6% fire Disarm immunity: +10% Knockback immunity: +15% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Cuthomas the dwarven-steel plate armour (5 def, 11 armour) Cuthomas the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +3 Str / +4 Con Changes resistances: +11% acid / +6% physical / +5% cold / +8% fire / +7% mind / +28% lightning Talent cooldown: Rush (-5 turns) Mental save: +17 (+7 eff.) Disarm immunity: +28% Stun/Freeze immunity: +28% Knockback immunity: +24% Healing mod.: +20% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Drogas (19/19, 34.5-48.3 power, 10 apr)Drogas (19/19, 34.5-48.3 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.5 - 48.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 19 Damage (Ranged): +36 blight / +8 arcane Arrows are used with bows to pierce your foes to death. |
onyx 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. |
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. |
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 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 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. |
Aeryromidin the alchemist& Aeryromidin the alchemist&Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Reduces incoming crit damage: 5.00% Mental save: +6 (+3 eff.) Cut immunity: +5% Maximum life: +51.00 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. |
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. |
amethyst 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. |
2 citrine 2 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. |
Achievements
A different point of view (Insane (Adventure) difficulty)
1st Regrowth 123rd year of Ascendancy at 16:37 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Shaen the Cornac Sun Paladin level 27
2nd Decay 122nd year of Ascendancy at 00:44 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Shaen the Cornac Sun Paladin level 29
2nd Wintertide 123rd year of Ascendancy at 19:55 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Shaen the Cornac Sun Paladin level 29
2nd Wintertide 123rd year of Ascendancy at 19:55 see stats
Home sweet home (Insane (Adventure) difficulty)
1st Regrowth 123rd year of Ascendancy at 17:54 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Shaen the Cornac Sun Paladin level 10
74th Pyre 122nd year of Ascendancy at 19:26 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Shaen the Cornac Sun Paladin level 20
37th Dusk 122nd year of Ascendancy at 19:30 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Shaen the Cornac Sun Paladin level 30
1st Allure 123rd year of Ascendancy at 00:03 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Shaen the Cornac Sun Paladin level 11
77th Pyre 122nd year of Ascendancy at 23:53 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Shaen the Cornac Sun Paladin level 21
50th Haze 122nd year of Ascendancy at 08:59 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Shaen the Cornac Sun Paladin level 29
2nd Wintertide 123rd year of Ascendancy at 21:44 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Shaen the Cornac Sun Paladin level 18
28th Dusk 122nd year of Ascendancy at 06:26 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Shaen the Cornac Sun Paladin level 32
1st Regrowth 123rd year of Ascendancy at 16:37 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Shaen the Cornac Sun Paladin level 16
24th Dusk 122nd year of Ascendancy at 06:11 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Shaen the Cornac Sun Paladin level 12
3rd Mirth 122nd year of Ascendancy at 03:02 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Shaen the Cornac Sun Paladin level 32
1st Regrowth 123rd year of Ascendancy at 16:37 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Shaen the Cornac Sun Paladin level 12
4th Mirth 122nd year of Ascendancy at 09:50 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Shaen the Cornac Sun Paladin level 29
5th Decay 122nd year of Ascendancy at 13:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Shaen the Cornac Sun Paladin level 28
4th Decay 122nd year of Ascendancy at 20:16 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Shaen the Cornac Sun Paladin level 20
38th Dusk 122nd year of Ascendancy at 05:39 see stats
Log
Talent Absorption Strike is ready to use.
Talent Flash of the Blade is ready to use.
Talent Weapon of Light is ready to use.
Talent Weapon of Wrath is ready to use.
Talent Chant of Resistance is ready to use.
Talent Barrier is ready to use.
Talent Searing Sight is ready to use.
Talent Rune: Shielding is ready to use.
Talent Infusion: Heroism is ready to use.
Talent Judgement is ready to use.
Talent Irresistible Sun is ready to use.
Talent Second Life is ready to use.
Rested for 29 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.
Shaen activates Weapon of Wrath.
Saving done.
Shaen activates Searing Sight.
Shaen activates Chant of Resistance.
Shaen activates Weapon of Light.
Shaen activates Second Life.
Shaen activates Righteous Strength.
Ran for 2 turns (stop reason: interesting character).
Saving game...
