












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 30 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 18 on the 38th Haze 122nd year of Ascendancy at 14:19 1 / 5Killed by Grand Corruptor at level 24 on the 24th Dusk 123rd year of Ascendancy at 19:48 Killed by elven corruptor at level 25 on the 30th Dusk 123rd year of Ascendancy at 04:23 Killed by elven cultist at level 25 on the 30th Dusk 123rd year of Ascendancy at 05:51 Killed by Celia at level 30 on the 6th Decay 123rd year of Ascendancy at 00:07 |
Primary Stats
| Strength | 96 (base 60) |
| Dexterity | 16 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 73 (base 60) |
| Willpower | 37 (base 10) |
| Cunning | 30 (base 12) |
Resources
| Life | 918/918 |
| Positive | 47/47 |
| Stamina | 291/291 |
| Healing Factor | 1.7099022211821 |
| Regeneration | 17.697487989235 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 44 |
| Crit Chance | 25% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Light | +27% |
| Darkness | +10% |
| Nature | +20% |
| Physical | +27% |
| Fire | +17% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 50.413408721348 (80.897138898113%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 10 |
| Physical Save | 60 |
| Spell Save | 42 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 8%( 70%) |
| Arcane | + 7%( 70%) |
| Cold | + 10%( 70%) |
| All | 0%( 70%) |
| Darkness | + 6%( 70%) |
| Light | + 30%( 70%) |
| Physical | + 15%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Disarm Resistance | 32% |
| Fear Resistance | 60% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 15% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 254 life over 5 turns. Its effects scale with your Constitution 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: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 279 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Celestial / Combat | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Second Life |
| talent | Weapon of Wrath |
| talent | Chant of Fortress |
| talent | Retribution |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the lone alchemist from death by Adevea the hornet swarm. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by snow giant boulder thrower. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by bee swarm. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bloated horror heart. * You've found the needed vial of squid ink. 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 vial of fire wyrm saliva. * You've found the needed bear paw. * You've found the needed xorn fragment. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within4 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 | dreamer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Cun / +2 Wil Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +5 (+2 eff.) Stamina each turn: +0.50 Maximum stamina: +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed quiver of ash arrows of corruption (19/19, 31-44 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 31.5 - 44.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +12.5% Capacity: 19 When this weapon hits: Curse of Vulnerability (20% chance level 2). On weapon crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | 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.(92 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+6 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.4 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 13.00 mind and 14.30 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 15% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 14. Terrified: Deals 3.00 mind and 3.30 darkness damage per turn and increases cooldowns by 24%. Haunted: Causes the target to suffer 5.18 mind and 5.70 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
| On hands | Bloomtooth the hardened leather gloves (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to slow global speed by 51% Damage (Melee): 11 acid Changes stats: +2 Str / +1 Dex / +4 Con Changes resistances: +8% acid Changes damage: +8% acid / +12% nature Physical save: +15 (+4 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +32% Life regen: +4.10 Stamina each turn: +0.80 Psi each turn: +0.24 Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 68 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | steel amulet 'Samulagas'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +2 Str Changes resistances: +6% darkness Life regen: +3.00 Only die when reaching: -80.00 life Mental crit. chance: +5% Light radius: +2 Healing mod.: +20% Amulets make your neck look great! |
| In main hand | stralite longsword 'Isluletta' (31-43 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage On weapon crit: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +11 (+4 eff.) Physical crit. chance: +9.0% Physical power: +6 (+2 eff.) Changes stats: +8 Str / +2 Mag Changes damage: +13% physical Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +5 (+1 eff.) Sharp, long, and deadly. |
| Around waist | skylord's hardened leather belt of valianceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str / +4 Dex / +7 Wil / +4 Cun Physical save: +14 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +23 (+8 eff.) Maximum life: +56.00 A belt that goes around your waist. |
| In off hand | coruscating voratun shield of shrapnel (0 def, 10 armour, 66-79 power, 203.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +203 Damage (Melee): +13 fire When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 20 fire On shield block: * Cause enemies within radius 6 to bleed for 244 physical damage over 5 turns (1/turn) Changes stats: +2 Str Changes resistances: +10% fire Talent granted: +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Chamilin' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +11% cold Poison immunity: +20% Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Islariamina (8 def, 12 armour)Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 14 acid / 17 fire Damage when hit (Melee): 12 acid / 11 fire Changes stats: +9 Str / +9 Con Changes resistances: +16% acid / +21% fire / +3% mind / +9% blight Reduces incoming crit damage: 5.00% Mental save: +12 (+4 eff.) Maximum life: +95.00 Healing mod.: +10% A suit of armour made of mail. |
Inventory
savior's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Physical save: +6 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Rings make your fingers look great! |
scholar's pair of hardened leather boots of speed (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Spellpower: +6 (+2 eff.) Movement speed: +25% A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) A pair of boots made of leather. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
3 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 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) 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. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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. |
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 245/400. 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) 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. |
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. |
Achievements
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Isronel the Higher Sun Paladin level 24
24th Dusk 123rd year of Ascendancy at 22:01 see stats
Bringer of Doom
Killed a Bringer of Doom.By Isronel the Higher Sun Paladin level 21
60th Haze 122nd year of Ascendancy at 01:05 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Isronel the Higher Sun Paladin level 21
7th Decay 122nd year of Ascendancy at 15:45 see stats
Earth Master
Killed Harkor'Zun.By Isronel the Higher Sun Paladin level 26
37th Dusk 123rd year of Ascendancy at 15:39 see stats
Exterminator
Killed 1000 creatures.By Isronel the Higher Sun Paladin level 20
57th Haze 122nd year of Ascendancy at 20:06 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Isronel the Higher Sun Paladin level 27
38th Dusk 123rd year of Ascendancy at 23:19 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Isronel the Higher Sun Paladin level 30
77th Haze 123rd year of Ascendancy at 17:39 see stats
Level 10
Got a character to level 10.By Isronel the Higher Sun Paladin level 10
8th Mirth 122nd year of Ascendancy at 02:42 see stats
Level 20
Got a character to level 20.By Isronel the Higher Sun Paladin level 20
41st Haze 122nd year of Ascendancy at 04:04 see stats
Level 30
Got a character to level 30.By Isronel the Higher Sun Paladin level 30
77th Haze 123rd year of Ascendancy at 14:48 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Isronel the Higher Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 18:40 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Isronel the Higher Sun Paladin level 20
48th Haze 122nd year of Ascendancy at 12:03 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Isronel the Higher Sun Paladin level 26
32nd Dusk 123rd year of Ascendancy at 22:21 see stats
Size matters
Did over 600 damage in one attack.By Isronel the Higher Sun Paladin level 24
24th Dusk 123rd year of Ascendancy at 13:22 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Isronel the Higher Sun Paladin level 30
77th Haze 123rd year of Ascendancy at 17:19 see stats
The Arena
Unlocked Arena mode.By Isronel the Higher Sun Paladin level 13
70th Dusk 122nd year of Ascendancy at 14:24 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Isronel the Higher Sun Paladin level 21
28th Regrowth 123rd year of Ascendancy at 15:05 see stats
The secret city
Discovered the truth about mages.By Isronel the Higher Sun Paladin level 26
36th Dusk 123rd year of Ascendancy at 02:05 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Isronel the Higher Sun Paladin level 21
27th Regrowth 123rd year of Ascendancy at 18:10 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Isronel the Higher Sun Paladin level 25
30th Dusk 123rd year of Ascendancy at 15:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Isronel the Higher Sun Paladin level 16
1st Haze 122nd year of Ascendancy at 12:20 see stats
Log
You gain 1.62 gold from the transmogrification of flaming pouch of dwarven-steel shots of accuracy (17/19, 33-40 power, 3 apr).
You gain 3.11 gold from the transmogrification of storming quiver of yew arrows of amnesia (23/25, 33-46 power, 10 apr).
You gain 2.09 gold from the transmogrification of shocking dwarven-steel shield of temporal resistance (+12%) (0 def, 6 armour, 33-40 power, 73.5 block).
You gain 4.19 gold from the transmogrification of dwarven-steel shield of winter (0 def, 6 armour, 26-31 power, 72.5 block).
You gain 11.73 gold from the transmogrification of rejuvenating hardened leather armour of command (17 def, 9 armour).
You gain 5.34 gold from the transmogrification of prismatic hardened leather armour of Toknor (9 def, 6 armour).
You gain 4.84 gold from the transmogrification of enlightening dwarven-steel mail armour of stability (3 def, 8 armour).
You gain 4.55 gold from the transmogrification of enlightening dwarven-steel mail armour of stability (3 def, 8 armour).
You gain 4.71 gold from the transmogrification of enlightening dwarven-steel mail armour (3 def, 8 armour).
You gain 25.00 gold from the transmogrification of Aletta's Diadem (0 def, 0 armour).
You gain 4.94 gold from the transmogrification of verdant cashmere robe (0 def, 0 armour).
You gain 1.40 gold from the transmogrification of mindwoven cashmere robe of lightning (+19%) (0 def, 0 armour).
You gain 1.48 gold from the transmogrification of mindwoven cashmere robe of light (+21%) (0 def, 0 armour).
You gain 12.50 gold from the transmogrification of Spider-Silk Robe of Spydrë (10 def, 15 armour).
You gain 2.62 gold from the transmogrification of potent yew magestaff (27-32 power, 4 apr, cold element).
You gain 6.31 gold from the transmogrification of infernal yew starstaff (20-24 power, 4 apr, darkness element).
You gain 4.07 gold from the transmogrification of blazebringer's hardened leather sling.
You gain 2.75 gold from the transmogrification of inquisitor's thorny mindstar (8-9 power, 24 apr, nature damage).
You gain 3.62 gold from the transmogrification of truestriking dwarven-steel longsword (23-32 power, 4 apr).
You gain 3.82 gold from the transmogrification of steady yew longbow of cold.
You gain 6.84 gold from the transmogrification of warbringer's dwarven-steel greatsword (33-53 power, 2 apr).
You gain 2.96 gold from the transmogrification of hateful dwarven-steel greatsword of massacre (45-72 power, 2 apr).
You gain 2.01 gold from the transmogrification of chilling dwarven-steel dagger of massacre (29-37 power, 7 apr).
There is a A gate into Last Hope's graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.











































































