










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 22 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Eleravea the fox at level 10 on the 9th Mirth 122nd year of Ascendancy at 10:44 0 / 6Killed by Eleravea the fox at level 10 on the 9th Mirth 122nd year of Ascendancy at 17:01 Killed by Aeraldakira the drem at level 11 on the 1st Summertide 122nd year of Ascendancy at 00:30 Killed by Stragid the human at level 17 on the 22nd Haze 122nd year of Ascendancy at 03:09 Killed by Protector Myssil at level 18 on the 31st Haze 122nd year of Ascendancy at 19:53 Killed by skeleton master archer at level 22 on the 16th Pyre 123rd year of Ascendancy at 17:50 |
Primary Stats
| Strength | 50 (base 39) |
| Dexterity | 15 (base 10) |
| Constitution | 30 (base 19) |
| Magic | 70 (base 50) |
| Willpower | 28 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -49/757 |
| Mana | 256/256 |
| Stamina | 208/208 |
| Positive | 0/63 |
| Healing Factor | 1.6000000000001 |
| Regeneration | 10.55735147077 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 8 |
| See Invisible | 8 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, animal/canine |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 26 |
| Crit Chance | 10% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Blight | +9% |
| Arcane | +18% |
| Fire | +6% |
| Acid | +12% |
Offense: Damage Penetration
| Nature | +15% |
| Darkness | +33% |
| Lightning | +15% |
| Temporal | +13% |
Defense: Base
| Armour (hardiness) | 38.268591263751 (89.859154929577%) |
| Defense | 22 |
| Ranged Defense | 27 |
| Fatigue | 24 |
| Physical Save | 34 |
| Spell Save | 64 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 23%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 18%( 75%) |
| Temporal | + 16%( 70%) |
| Darkness | + 35%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 45% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 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 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Premonition |
| talent | Shield of Light |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | The target's spellpower has been increased by 8. Spellsurge |
| beneficial effect | Reduces darkness damage received by 16%. Premonition Shield |
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 successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost warrior from death by white crystal. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +2. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 unlocked the hall of reflections. * 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: 34. | 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'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed bear paw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * '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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Zubuvea the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 acid Changes stats: +3 Con / +2 Mag Changes resistances: +16% darkness / +12% temporal Changes resistances penetration: +13% darkness / +13% temporal Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Defense after a teleport: +10 Resist all after a teleport: +13% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | DeepswilderInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +5 Wil Changes resistances: +6% nature / +6% fire Changes resistances penetration: +20% darkness Critical mult.: +12.00% Spell save: +30 (+7 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Ce'Nima' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +3% Changes resistances: +6% fire Critical mult.: +9.00% Spell save: +30 (+7 eff.) Stamina when hit: +1.20 Equilibrium when hit: +1.10 A cap made of leather. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 17.90 to 53.71 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Lisoda the Brightspawn (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Changes stats: +5 Str / +5 Mag / +2 Wil Changes resistances: +15% fire Changes damage: +6% fire Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.4 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +92 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Ce'Nywyn'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Dex / +2 Mag / +5 Wil / +2 Cun / +2 Con Changes resistances: +24% acid Changes damage: +12% acid Light radius: +2 Rings can have magical properties. |
| On fingers | wizard's gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Blindness immunity: +25% Infravision radius: +4 See stealth: +8 See invisible: +8 Rings can have magical properties. |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | dwarven-steel mace 'Zegogrim' (29-40.6 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 10% chance to disease Damage (Melee): +8 blight When wielded/worn: Changes stats: +2 Wil Changes damage: +9% blight / +18% arcane Critical mult.: +10.00% Disease immunity: +17% Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt 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 | corrosive stralite shield (10 def, 2 armour, 52-62.4 power, 134.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +134 Damage (Melee): +13 acid When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Effects when hit in melee: * 14% chance to corrode armour by 30% Changes stats: +2 Con Changes resistances: +12% acid Talent granted: +4 Block Handheld deflection devices. |
| Cloak | Nerowe (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +10% blight / +6% fire / +13% nature Reduces incoming crit damage: 15.00% Physical save: +20 (+8 eff.) Spell save: +30 (+7 eff.) Blindness immunity: +10% Disease immunity: +15% Life regen: +1.80 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Mirefist' (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 nature Changes stats: +3 Str / +4 Con Changes resistances: +6% nature Changes resistances penetration: +15% lightning / +15% nature Maximum life: +42.00 A suit of armour made of metal plates. |
Inventory
wild infusion (resist 25%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.chilling dwarven-steel dagger of crippling (15.5-20.15 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +14 cold When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger of massacre (44-57.2 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 44.0 - 57.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 49.52 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
radiant rough leather gloves of strength (+2) (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: +7 (+2 eff.) Armour: +1 Damage (Melee): 6 light Changes stats: +2 Str Changes resistances: +5% light Changes damage: +3% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron mail armour of the deep (2 def, 6 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% acid / +5% cold Allows you to breathe in: water A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.spiked hardened leather armour of stability (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical Changes resistances: +5% physical Physical save: +18 (+8 eff.) A suit of armour made of leather. |
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. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
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)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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Leroy Jenkins the Higher Sun Paladin level 18
31st Haze 122nd year of Ascendancy at 21:48 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Leroy Jenkins the Higher Sun Paladin level 17
6th Haze 122nd year of Ascendancy at 00:01 see stats
Exterminator
Killed 1000 creatures.By Leroy Jenkins the Higher Sun Paladin level 18
32nd Haze 122nd year of Ascendancy at 21:49 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Leroy Jenkins the Higher Sun Paladin level 21
19th Regrowth 123rd year of Ascendancy at 04:35 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Leroy Jenkins the Higher Sun Paladin level 15
9th Flare 122nd year of Ascendancy at 23:03 see stats
Level 10
Got a character to level 10.By Leroy Jenkins the Higher Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 04:43 see stats
Level 20
Got a character to level 20.By Leroy Jenkins the Higher Sun Paladin level 20
42nd Haze 122nd year of Ascendancy at 00:06 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Leroy Jenkins the Higher Sun Paladin level 3
78th Pyre 122nd year of Ascendancy at 01:36 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Leroy Jenkins the Higher Sun Paladin level 16
10th Dusk 122nd year of Ascendancy at 00:44 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Leroy Jenkins the Higher Sun Paladin level 20
46th Haze 122nd year of Ascendancy at 12:28 see stats
The Arena
Unlocked Arena mode.By Leroy Jenkins the Higher Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 04:45 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Leroy Jenkins the Higher Sun Paladin level 17
2nd Haze 122nd year of Ascendancy at 02:58 see stats
The secret city
Discovered the truth about mages.By Leroy Jenkins the Higher Sun Paladin level 21
17th Regrowth 123rd year of Ascendancy at 18:33 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Leroy Jenkins the Higher Sun Paladin level 17
1st Haze 122nd year of Ascendancy at 14:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Leroy Jenkins the Higher Sun Paladin level 17
13rd Dusk 122nd year of Ascendancy at 22:44 see stats
Log
Xanoyaba the vampire lord speeds up.
Epidemic from Leroy Jenkins hits Xanoyaba the vampire lord for 11 blight damage.
Leroy Jenkins misses Xanoyaba the vampire lord.
The protective shield of Leroy Jenkins disappears.
Vampire misses Leroy Jenkins.
Xanoyaba the vampire lord strafes with his steamguns!
Leroy Jenkins casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Xanoyaba the vampire lord's Strafe drains life from Leroy Jenkins!
Xanoyaba the vampire lord leeches life from Leroy Jenkins!
Xanoyaba the vampire lord damages himself through Martyrdom!
Leroy Jenkins hits Xanoyaba the vampire lord for 1 healing, 2 physical, 0 darkness, 0 blight, 1 healing, 1 healing, 2 physical, 0 darkness (5 total damage) [4 healing].
Xanoyaba the vampire lord's Strafe hits Leroy Jenkins for 81 physical, 5 darkness (86 total damage).
Xanoyaba the vampire lord's Strafe hits Leroy Jenkins for 70 physical, 5 darkness, 7 blight (82 total damage).
Xanoyaba the vampire lord is no longer influenced by martyrdom.
Epidemic from Leroy Jenkins hits Xanoyaba the vampire lord for 13 blight damage.
Vampire drains life from Leroy Jenkins!
Leroy Jenkins hits Vampire for 2 healing, 9 light, 2 nature, 2 acid, 3 darkness (16 total damage) [2 healing].
Vampire hits Leroy Jenkins for 5 blight damage.
Xanoyaba the vampire lord strafes with his steamguns!
Skeleton master archer uses Crippling Shot.
Xanoyaba the vampire lord's Strafe drains life from Leroy Jenkins!
Xanoyaba the vampire lord leeches life from Leroy Jenkins!
Epidemic from Leroy Jenkins hits Xanoyaba the vampire lord for 13 blight damage.
Leroy Jenkins hits Xanoyaba the vampire lord for 1 healing, 1 healing (0 total damage) [3 healing].
Xanoyaba the vampire lord's Strafe hits Leroy Jenkins for 76 physical, 5 darkness, 7 blight (88 total damage).
Xanoyaba the vampire lord's Strafe hits Leroy Jenkins for 78 physical, 5 darkness (84 total damage).
Saving game...






































































