










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 1.7.6Donators/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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 22 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Lady Zoisla the Tidebringer at level 4 on the 77th Pyre 122nd year of Ascendancy at 17:40 0 / 7Killed by Lady Zoisla the Tidebringer at level 4 on the 77th Pyre 122nd year of Ascendancy at 18:29 Killed by Elidara the sandworm at level 14 on the 6th Dusk 122nd year of Ascendancy at 07:22 Killed by Ivonne the dread at level 19 on the 44th Dusk 122nd year of Ascendancy at 09:53 Killed by Gima the war bear at level 19 on the 46th Dusk 122nd year of Ascendancy at 13:43 Killed by Assassin Lord at level 21 on the 62nd Dusk 122nd year of Ascendancy at 17:59 Killed by Headless Horseman at level 22 on the 1st Haze 122nd year of Ascendancy at 00:01 |
Primary Stats
| Strength | 17 (base 15) |
| Dexterity | 14 (base 10) |
| Constitution | 23 (base 20) |
| Magic | 54 (base 51) |
| Willpower | 10 (base 10) |
| Cunning | 39 (base 32) |
Resources
| Life | -202/622 |
| Mana | 195/226 |
| Steam | 100/100 |
| Positive | 37/113 |
| Healing Factor | 1.3199022211821 |
| Regeneration | 9.5692911035702 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 33 |
| Crit Chance | 14% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Blight | +33% |
| Arcane | +5% |
| Mind | +15% |
| All | 0% |
| Light | +48% |
| Temporal | +3% |
| Physical | 0% |
| Fire | +19% |
| Nature | +6% |
Offense: Damage Penetration
| Lightning | +5% |
| Light | +42% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 14 (50%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 3 |
| Physical Save | 14 |
| Spell Save | 21 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 38%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 23%( 70%) |
| All | + 15%( 70%) |
| Physical | + 20%( 70%) |
| Lightning | + 25%( 70%) |
| Light | + 57%( 70%) |
| Temporal | + 20%( 70%) |
| Mind | + 18%( 70%) |
| Darkness | + 23%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Disarm Resistance | 80% |
| Bleed Resistance | 40% |
| Confusion Resistance | 20% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 67% |
Inscriptions (3/3)
| 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 391 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 34 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 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 |
| 5/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Effects
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 |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest) | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'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: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of elder vampire blood. * You've found the needed honey tree root. | active |
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 | Islumina the Glarewinter (15 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+5 eff.) Changes resistances: +6% temporal Changes resistances penetration: +5% light Confusion immunity: +20% Life regen: +5.00 Light radius: +3 Healing mod.: +10% A pair of boots made of leather. |
| Light source | Yvolravena the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +5% arcane Mental save: +6 (+3 eff.) Disease immunity: +20% Knockback immunity: +20% Only die when reaching: -40.00 life Maximum life: +48.00 Light radius: +4 See invisible: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | rough leather hat 'Chargetrail' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +12% lightning Changes resistances penetration: +10% light / +5% lightning Changes damage: +6% nature / +9% light A hat made of leather. Very stylish. |
| Tool | Ebonysquall the dwarven-steel pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 13% Changes stats: +2 Cun / +2 Str Changes resistances: +6% darkness / +6% physical Changes damage: +12% mind Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +4.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | SmoldermasterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Damage when hit (Melee): 2 light / 6 fire Changes stats: +4 Cun Changes resistances: +3% nature / +9% fire Changes damage: +3% light / +9% fire Rings make your fingers look great! |
| On fingers | copper ring 'Lustrebreeze'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% mind / +20% fire Changes resistances penetration: +15% mind Changes damage: +10% fire / +6% light / +3% mind Light radius: +1 Rings make your fingers look great! |
| Around waist | blurring hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+4 eff.) Stealth bonus: +10 Maximum life: +37.00 A belt that goes around your waist. |
| In main hand | Noonpride (111% power, 3 apr, light element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage against: +14% Undead / +14% Demon / +14% Horror When wielded/worn: Changes stats: +1 Cun / +4 Dex Changes resistances: +3% darkness Changes resistances penetration: +10% light Changes damage: +27% light Talent granted: +1 Command Staff Critical mult.: +11.00% Reduces incoming crit damage: 10.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic dwarven-steel gauntlets of magic (+3) (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +3 Mag Changes damage: +5% arcane Talent granted: +3 Iron Grip Mental save: +6 (+3 eff.) Disarm immunity: +80% Maximum life: +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Xybretha (0 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +2 Armour Hardiness: +20% Fatigue: +4% Effects on melee hit: * 10% chance to reduce armor by 31% Damage when hit (Melee): 8 acid / 4 blight Changes resistances: +21% blight / +15% all Changes damage: +33% blight / +3% temporal / +6% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Olorakhad the Glimmertorrent (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 40% Damage when hit (Melee): 4 light Changes resistances: +12% acid / +9% light / +6% blight / +10% cold / +10% nature Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Cut immunity: +40% Life regen: +2.00 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 181 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
medical injector implant of the wizard (efficiency 141% / cooldown 77%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 77%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Xanyldakira the DazzleripInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +10 (+4 eff.) Changes stats: +3 Str Changes resistances penetration: +5% physical Changes damage: +9% light / +6% physical Amulets make your neck look great! |
grounding gold amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
rogue's copper ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +12% acid / +13% fire / +12% lightning / +10% cold Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
timebroken cashmere robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Mag / +2 Wil Changes resistances: +11% all Changes damage: +8% arcane / +9% temporal Maximum mana: +24.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
noble's rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Damage against: +18% Summoned Reduced damage from: +17% Summoned A belt that goes around your waist. |
linen cloak 'Boltwake' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 31% Changes stats: +2 Cun / +2 Dex Changes resistances: +6% acid / +9% nature / +21% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Glitterminister' (15 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +2 Defense: +15 (+5 eff.) Changes resistances: +3% acid / +3% temporal Changes damage: +9% light Stamina each turn: +2.00 Infravision radius: +2 A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Durysamarek the Icerip (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+7 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex / +2 Wil / +4 Cun Changes resistances: +21% cold Changes damage: +12% nature Critical mult.: +5.00% Mindpower: +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Starsever the rough leather hat (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 light Changes resistances: +9% acid / +6% cold Changes resistances penetration: +5% lightning / +10% acid Changes damage: +9% light Allows you to breathe in: water A hat made of leather. Very stylish. |
Gilekalthoblek the Jetoath (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 13% Damage when hit (Melee): 8 darkness Changes stats: +3 Str / +1 Dex / +5 Cun See invisible: +3 It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 30.8 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 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. |
9 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. |
3 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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 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. |
3 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+6 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. |
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. |
74 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
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. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Palamagey the Cornac Sun Paladin level 19
46th Dusk 122nd year of Ascendancy at 03:36 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Palamagey the Cornac Sun Paladin level 10
4th Mirth 122nd year of Ascendancy at 09:27 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Palamagey the Cornac Sun Paladin level 20
46th Dusk 122nd year of Ascendancy at 16:58 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Palamagey the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 17:20 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Palamagey the Cornac Sun Paladin level 21
62nd Dusk 122nd year of Ascendancy at 22:34 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Palamagey the Cornac Sun Paladin level 17
29th Dusk 122nd year of Ascendancy at 11:40 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Palamagey the Cornac Sun Paladin level 13
7th Flare 122nd year of Ascendancy at 14:40 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Palamagey the Cornac Sun Paladin level 20
47th Dusk 122nd year of Ascendancy at 15:33 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Palamagey the Cornac Sun Paladin level 21
62nd Dusk 122nd year of Ascendancy at 17:59 see stats
Log
Palamagey activates Righteous Strength.
Palamagey casts Barrier.
A shield forms around Palamagey.
Headless Horseman uses PLUMPKIN FURY!.
Headless Horseman hits Palamagey for (104 absorbed), 0 nature (0 total damage).
Headless Horseman shrugs off the effect 'Dazed'!
Headless Horseman loses sight!
Searing Sight hits Bethemildamira the skeleton warrior for (12 flat reduction), 14 light (14 total damage).
Searing Sight hits Headless Horseman for 26 light damage.
Bethemildamira the skeleton warrior performs a melee critical strike against Palamagey!
Your shield crumbles under the damage!
The shield around Palamagey crumbles.
Bethemildamira the skeleton warrior hits Palamagey for (68 absorbed), 0 physical, (7 absorbed), 0 darkness, (3 absorbed), 3 darkness (3 total damage).
Melee retaliation hits Bethemildamira the skeleton warrior for (7 flat reduction), 0 acid, (12 flat reduction), 18 light, (5 flat reduction), 0 blight, (8 flat reduction), 0 fire (18 total damage).
Bethemildamira the skeleton warrior is a martyr.
Palamagey hits Bethemildamira the skeleton warrior for (12 flat reduction), 34 physical, (12 flat reduction), 52 light (85 total damage).
Weapon of Wrath hits Bethemildamira the skeleton warrior for (12 flat reduction), 153 fire (153 total damage).
Melee retaliation hits Palamagey for 3 acid, 5 blight (8 total damage).
Weapon of Wrath killed Bethemildamira the skeleton warrior!
Talent Infusion: Wild is ready to use.
Searing Sight hits Headless Horseman for 26 light damage.
Today is the 1st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Palamagey uses Infusion: Wild.
Palamagey lessens the pain.
You pickup 0.85 gold pieces.
Headless Horseman uses PLUMPKIN FURY!.
Headless Horseman hits Palamagey for 72 nature damage.
Palamagey the level 22 cornac sun paladin was naturalised to death by a Headless Horseman on level 2 of Hallowed Fields.






























































































