











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | ZOmnibus Lite 1.7.4A 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: Ashes of Urh'Rok 1.7.4Official 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 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 30 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by Borius, Avatar of Bearness at level 22 on the 34th Pyre 123rd year of Ascendancy at 06:28 3 / 3Killed by Grand Corruptor at level 29 on the 75th Dusk 123rd year of Ascendancy at 09:15 Killed by Velessra the corrupted acidic digestor at level 30 on the 9th Haze 123rd year of Ascendancy at 00:29 |
Primary Stats
| Strength | 56 (base 54) |
| Dexterity | 12 (base 10) |
| Constitution | 24 (base 18) |
| Magic | 69 (base 60) |
| Willpower | 10 (base 10) |
| Cunning | 24 (base 10) |
Resources
| Life | 714/714 |
| Positive | 47/47 |
| Stamina | 187/187 |
| Healing Factor | 1.1172674059367 |
| Regeneration | 0.27931685148418 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 49 |
| Crit Chance | 21% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +27% |
| Acid | +20% |
| Light | +31% |
| Mind | +20% |
| Darkness | +21% |
| Arcane | +8% |
| Fire | +5% |
| All | +2% |
Offense: Damage Penetration
| Acid | +34% |
| Light | +81% |
| Blight | +44% |
| Nature | +29% |
| Darkness | +29% |
| All | +19% |
Defense: Base
| Armour (hardiness) | 66 (88.568973732692%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 33 |
| Physical Save | 31 |
| Spell Save | 34 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 34%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 53%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 5%( 70%) |
| Lightning | + 21%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Teleport Resistance | 20% |
| Blind Resistance | 67% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 479 damage for 6 turns. Its effects scale with your Strength stat. |
| 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 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 540% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Celestial / Crusader | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Gravitic Effulgence |
| talent | Weapon of Light |
| talent | Searing Sight |
| talent | Second Life |
| talent | Chant of Fortitude |
| talent | Righteous Strength |
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 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 |
You failed to protect the injured seer from death by storm drake hatchling. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by umbral horror. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by shadow. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you gained knowledge of tinker technology. | 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 Shardskin. * 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 fire 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' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest'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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 27. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * '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.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed bloated horror heart. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed pouch of faeros ash. * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed giant spider spinneret. * '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.' | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Elima the Filthwoe (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +4 Cun Changes resistances: +6% acid Changes resistances penetration: +15% acid Changes damage: +18% mind Mental save: +9 (+4 eff.) Equilibrium when hit: +0.20 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Silumira the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% arcane / +6% fire Physical save: +6 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +3 (+1 eff.) Only die when reaching: -20.00 life Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | voratun helm 'Shineonslaught' (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 light Changes resistances: +15% acid / +22% light / +18% darkness Changes resistances penetration: +10% darkness Changes damage: +12% acid / +6% light / +6% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Neritira the drakeskin leather gloves (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 12 nature Changes resistances: +8% nature / +6% fire / +5% arcane / +12% light Changes damage: +7% nature Mindpower: +30 (+10 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Ragyndur the Offalhunter [power 103] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +3% nature Changes resistances penetration: +10% nature Changes damage: +18% nature It can be used to setup a psionic shield, reducing all damage taken by 103 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Reduce fatigue by 45% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Issatir the DarkrotInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Effects on melee hit: * 12% chance to reduce all saves and defense by 26 * 20% chance to reduce damage dealt by 21% Damage (Melee): 13 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 26 Damage (Ranged): 9 physical Changes stats: +1 Cun Changes resistances: +6% lightning Spell save: +9 (+4 eff.) Knockback immunity: +20% Hate when firing a critical mind attack: +1.00 Only die when reaching: -60.00 life Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
| In main hand | Ravenresolve (64-95 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +8 acid When wielded/worn: Accuracy: +31 (+10 eff.) Armour penetration: +16 Effects on melee hit: * 20% chance to reduce armor by 32% Damage when hit (Melee): 10 mind Changes stats: +5 Cun Changes resistances: +9% darkness Changes resistances penetration: +19% all Changes damage: +6% acid Mindpower: +15 (+5 eff.) Massive two-handed mauls. |
| Around waist | Nightimmortal the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes resistances: +7% fire / +12% darkness / +10% cold Changes damage: +6% arcane Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 A belt that goes around your waist. |
| In off hand | Adirakira the steel shield (30 def, 16 armour, 18-22 power, 76.5 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.0 - 21.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +76 Damage (Melee): +12 light / +11 darkness When wielded/worn: Armour: +16 Defense: +30 (+15 eff.) Fatigue: +8% Changes stats: +4 Cun / +4 Mag Changes resistances: +12% temporal / +12% light / +12% darkness Changes damage: +11% light / +13% darkness Talent granted: +1 Block Teleport immunity: +20% Handheld deflection devices. |
| Cloak | Chamuhell (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+8 eff.) Physical crit. chance: +2.0% Physical power: +10 (+3 eff.) Defense: +2 (+1 eff.) Changes stats: +2 Str / +5 Mag Changes resistances: +6% blight / +2% physical Changes resistances penetration: +25% blight Physical save: +8 (+4 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun plate armour 'Noonhue' (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +2 Dex / +6 Con Changes resistances: +22% cold Changes resistances penetration: +20% light Reduces incoming crit damage: 10.00% Infravision radius: +3 A suit of armour made of metal plates. |
Inventory
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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... |
RelgyrinCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +9% blight Physical save: +8 (+4 eff.) Spell save: +11 (+5 eff.) Mental save: +14 (+7 eff.) Poison immunity: +20% Silence immunity: +10% Pinning immunity: +20% Teleport immunity: +20% Mindpower: +20 (+7 eff.) Mental crit. chance: +1% Rings make your fingers look great! |
dragonbone starstaff 'Daycast' (30-36 power, 6 apr, light element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +5 Con Changes resistances: +15% fire Changes resistances penetration: +15% light Changes damage: +30% light Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Life regen: +1.90 Spellpower: +21 (+7 eff.) Spell crit. chance: +5% Light radius: +2 Healing mod.: +19% Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel greatsword 'Beladann' (36-57 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +8 arcane When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +10 Str / +9 Dex / +9 Mag / +7 Wil / +7 Cun / +7 Con Changes resistances penetration: +15% mind Mental save: +3 (+1 eff.) Equilibrium when hit: +0.16 Mental crit. chance: +1% Massive two-handed swords. |
stabilizing hardened leather cap of the depths (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +5% cold Allows you to breathe in: water Physical save: +13 (+6 eff.) A cap made of leather. |
9 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. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 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. |
4 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. |
7 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
3 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. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
321 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. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
voratun pickaxe 'Glintdeath' (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Fatigue: -7% Changes stats: +6 Str Changes resistances: +15% light / +6% acid Changes damage: +6% light Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Grossly Incandescent the Cornac Sun Paladin level 27
28th Dusk 123rd year of Ascendancy at 19:50 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Grossly Incandescent the Cornac Sun Paladin level 22
34th Pyre 123rd year of Ascendancy at 07:43 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Grossly Incandescent the Cornac Sun Paladin level 26
7th Dusk 123rd year of Ascendancy at 22:29 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Grossly Incandescent the Cornac Sun Paladin level 21
25th Pyre 123rd year of Ascendancy at 05:53 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grossly Incandescent the Cornac Sun Paladin level 28
46th Dusk 123rd year of Ascendancy at 19:18 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Grossly Incandescent the Cornac Sun Paladin level 26
6th Dusk 123rd year of Ascendancy at 16:48 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grossly Incandescent the Cornac Sun Paladin level 27
28th Dusk 123rd year of Ascendancy at 20:55 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Grossly Incandescent the Cornac Sun Paladin level 10
55th Regrowth 123rd year of Ascendancy at 12:17 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Grossly Incandescent the Cornac Sun Paladin level 20
18th Pyre 123rd year of Ascendancy at 02:40 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Grossly Incandescent the Cornac Sun Paladin level 30
77th Dusk 123rd year of Ascendancy at 08:06 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Grossly Incandescent the Cornac Sun Paladin level 4
13rd Haze 122nd year of Ascendancy at 12:48 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Grossly Incandescent the Cornac Sun Paladin level 23
57th Pyre 123rd year of Ascendancy at 08:58 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Grossly Incandescent the Cornac Sun Paladin level 30
78th Dusk 123rd year of Ascendancy at 15:01 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Grossly Incandescent the Cornac Sun Paladin level 8
19th Haze 122nd year of Ascendancy at 08:39 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Grossly Incandescent the Cornac Sun Paladin level 27
28th Dusk 123rd year of Ascendancy at 19:50 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Grossly Incandescent the Cornac Sun Paladin level 11
58th Regrowth 123rd year of Ascendancy at 11:17 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Grossly Incandescent the Cornac Sun Paladin level 25
79th Pyre 123rd year of Ascendancy at 14:10 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Grossly Incandescent the Cornac Sun Paladin level 24
74th Pyre 123rd year of Ascendancy at 14:43 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Grossly Incandescent the Cornac Sun Paladin level 29
74th Dusk 123rd year of Ascendancy at 11:40 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Grossly Incandescent the Cornac Sun Paladin level 18
6th Pyre 123rd year of Ascendancy at 10:18 see stats
Log
Grossly Incandescent picks up (K.): ruby.
Ran for 37 turns (stop reason: something interesting).
You don't see how to get there...
You don't see how to get there...
There is a portal to outside here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
You gain 7.09 gold from the transmogrification of enlightening stralite plate armour of implacability (0 def, 19 armour).
You gain 20.94 gold from the transmogrification of stralite mail armour 'Nightblood' (34 def, 8 armour).
You gain 6.30 gold from the transmogrification of focusing silk robe of power (0 def, 0 armour).
You gain 4.09 gold from the transmogrification of stralite shield of crushing (0 def, 8 armour, 53-64 power, 142.5 block).
You gain 1.70 gold from the transmogrification of barbed quiver of elven-wood arrows of amnesia (19/19, 54-75 power, 14 apr).
You gain 25.00 gold from the transmogrification of Gleamdream the quiver of elven-wood arrows (20/20, 46-64 power, 14 apr).
You gain 25.00 gold from the transmogrification of Skywisp (18-19 power, 40 apr, mind damage).
You gain 2.85 gold from the transmogrification of quick stralite dagger (29-38 power, 9 apr).
You gain 7.13 gold from the transmogrification of elemental stralite mace of shearing (36-50 power, 5 apr).
You gain 7.37 gold from the transmogrification of caustic stralite mace of erosion (36-51 power, 5 apr).
You gain 4.02 gold from the transmogrification of stralite longsword of shearing (36-50 power, 5 apr).
You gain 8.50 gold from the transmogrification of plaguebringer's stralite greatsword of crippling (49-78 power, 3 apr).
You gain 15.14 gold from the transmogrification of enhanced stralite greatsword of crippling (48-77 power, 3 apr).
You gain 5.61 gold from the transmogrification of elven-wood magestaff of greater warding (25-30 power, 5 apr, cold element).
You gain 2.17 gold from the transmogrification of shielding rune of the sneak (absorb 297; dur 5; cd 15).
You gain 2.42 gold from the transmogrification of acid wave rune of the wizard (damage 404; dur 4; cd 18).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 11st Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:15.
Saving done.






























































































