









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Archmage |
Level / Exp | 18 / 34% |
Size | medium |
Lifes / Deaths | Killed by Poryra the gigantic gravity worm at level 18 on the 2nd Allure 123rd year of Ascendancy at 05:35 / 1 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 24 (base 10) |
Magic | 55 (base 46) |
Willpower | 36 (base 36) |
Cunning | 28 (base 11) |
Resources
Life | -64/379 |
Mana | 44/349 |
Healing Factor | 1.1172674059366 |
Regeneration | 2.5138516633574 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Stealth | 35.308559597209 |
See Invisible | 35.308559597209 |
Offense: Mainhand
Damage | 22 |
Accuracy | 29 |
Crit Chance | 9% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Physical | +3% |
Lightning | +25% |
Arcane | +22% |
Mind | +14% |
All | 0% |
Offense: Damage Penetration
Darkness | +11% |
Lightning | +25% |
Mind | +15% |
Temporal | +11% |
Defense: Base
Armour (hardiness) | 18 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 31 |
Mental Save | 28 |
Defense: Resistances
Blight | + 20%( 70%) |
Cold | + 24%( 70%) |
All | + 9%( 70%) |
Lightning | + 14%( 70%) |
Temporal | + 19%( 70%) |
Darkness | + 29%( 70%) |
Mind | + 22%( 70%) |
Fire | + 17%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Poison Resistance | 11% |
Knockback Resistance | 24% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
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 grave | active |
You failed to protect the lost sun paladin from death by Sunly. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed sandworm tooth. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed bear paw. | 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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Cun +8 Con offense ------ Damage +3% physical Ignore resists +11% darkness +11% temporal When Hit 4 physical defense ------ Armor +5 Resistance +13% darkness +11% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +12% A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Crit +1.0% defense ------ Defense +10 (+5 eff.) Resistance +3% mind +6% darkness Disease Resist +10% other ------- Stamina/turn +1.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +11% mind On-Hit (Melee): * 20% chance to reduce armor by 33% defense ------ Defense +11 (+5 eff.) Resistance +3% blight +11% mind +6% nature Mind save +3 (+2 eff.) Life +40.00 Teleport Resist +20% A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Con offense ------ Critical power +5.00% Physical Power +10 (+5 eff.) Damage +9% lightning defense ------ Resistance +6% blight +6% cold +6% nature Poison Resist +11% Disease Resist +11% other ------- Max stamina +10.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Life +21.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +24% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% lightning +3% mind Ignore resists +15% mind defense ------ Resistance +9% fire Life +34.00 other ------- Hate-on-crit +1.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% lightning defense ------ Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 lightning Damage +3% lightning defense ------ Armor +1 Resistance +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag offense ------ Spell Crit +20% Spellpower +15 (+5 eff.) Damage +22% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% acid On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +3% blight +11% cold +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +6 Cun +5 Con offense ------ Move Speed +10% Ignore resists +25% lightning Accuracy +30 (+14 eff.) defense ------ Armor +6 Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 90 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 16% all resistance, you move 40% faster, and you are invisible (power 14). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun offense ------ Mindpower +5 (+2 eff.) defense ------ Resistance +9% lightning +10% light +10% darkness Blind Resist +22% other ------- Max hate +4.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+7 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% other ------- Encumbrance +21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.69 cold and 13.07 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +6 (+2 eff.) Damage +13% lightning defense ------ Physical save +6 (+3 eff.) Spell save +7 (+4 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +8 (+3 eff.) Damage +19% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Normal] Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +13% nature defense ------ Resistance +11% all Poison Resist +29% Disease Resist +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+4 eff.) Ranged Defense +4 (+2 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +18 (+9 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Critical power +10.00% defense ------ Defense +9 (+4 eff.) Resistance +5% arcane +6% cold Stealth +6 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Mindpower +25 (+12 eff.) Ignore resists +10% fire defense ------ Mind save +6 (+3 eff.) Life +37.00 other ------- Psi when Hit +0.04 Hate-on-crit +2.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +1 (+0 eff.) Spell save +5 (+3 eff.) other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.3 Power cost 51 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 91.25 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +15% cold Ignore resists +5% lightning +5% cold defense ------ Armor +1 Resistance +9% lightning Life Regen +1.00 Healmod +11% A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Con offense ------ Damage +9% physical Ignore resists +10% physical defense ------ Armor +1 Resistance +1% physical Physical save +17 (+8 eff.) Mind save +11 (+6 eff.) Unlife -20.00 life A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +10.00% Damage +3% fire Ignore resists +5% fire defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) other ------- Encumbrance +23 Hate-on-crit +4.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Str +1 Dex +3 Cun offense ------ Physical Crit +2.0% Critical power +5.00% Ignore resists +10% physical defense ------ Defense +1 (+0 eff.) Mind save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) defense ------ Defense +1 (+0 eff.) other ------- Mana/turn +0.70 Mana when Hit +0.90 Max mana +47.00 Manaflow: Puts all charms on 34 turn cooldown Effective talent level: 1.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 10 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +10% mind Ignore resists +5% fire When Hit 2 cold On-Hit (Melee): * 10% chance to slow global speed by 45% defense ------ Defense +1 (+0 eff.) Resistance +9% cold +10% mind +6% nature A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Rare] Nature While equipped: Stats +4 Cun offense ------ Spell Crit +2% Critical power +15.00% When Hit 4 blight defense ------ Armor +4 Fatigue +4% Resistance +6% lightning +8% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Psi when Hit +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +3% arcane Ignore resists +15% arcane When Hit 11 fire defense ------ Defense +5 (+2 eff.) Resistance +6% fire Life Regen +4.00 Disease Resist +10% Silence Resist +10% Pinning Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +6 Wil offense ------ Damage +3% mind defense ------ Resistance +5% arcane other ------- Max hate +6.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 203 Base Damage: 96 Armor: 0 All Resist: 1 Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Sunly the Cornac Archmage level 15
34th Dusk 122nd year of Ascendancy at 11:41 see stats
By Sunly the Cornac Archmage level 10
3rd Mirth 122nd year of Ascendancy at 10:19 see stats
By Sunly the Cornac Archmage level 3
75th Pyre 122nd year of Ascendancy at 03:56 see stats
By Sunly the Cornac Archmage level 12
9th Mirth 122nd year of Ascendancy at 03:58 see stats
By Sunly the Cornac Archmage level 18
2nd Allure 123rd year of Ascendancy at 03:21 see stats
Log
The unstable sand tunnel collapses!
Sunly's spell attains critical power!
Talent Command Staff is ready to use.
Talent Chain Lightning is ready to use.
Talent Manathrust is ready to use.
Thunderstorm hits Poryra the gigantic gravity worm for 17 lightning, 12 lightning (29 total damage).
Thunderstorm hits Shadow for 18 lightning, 13 lightning (31 total damage).
Bleeding from Mayomille the gigantic sandworm tunneler hits Sunly for 25 physical damage.
Sunly casts Chain Lightning.
Sunly's spell attains critical power!
Sunly's spell attains critical power!
Sunly hits Shadow for 287 lightning damage.
Sunly hits Poryra the gigantic gravity worm for 282 lightning damage.
Sunly killed Shadow!
Melee retaliation hits Poryra the gigantic gravity worm for (1 deflected), 2 physical, (1 deflected), 2 physical (5 total damage).
Sunly's arcane area effect hits Poryra the gigantic gravity worm for (6 deflected), 26 arcane (26 total damage).
Poryra the gigantic gravity worm hits Sunly for 21 physical, 36 mind, 2 physical, 3 acid, 2 physical, 3 acid (67 total damage).
The unstable sand tunnel collapses!
Sunly stops bleeding.
Sunly's spell attains critical power!
Talent Lightning is ready to use.
Thunderstorm hits Poryra the gigantic gravity worm for 11 lightning damage.
Sunly fumbles and fails to use Manathrust, injuring herself!
Fumble from Mayomille the gigantic sandworm tunneler hits Sunly for 91 physical damage.
Poryra the gigantic gravity worm uses Willful Strike.
Poryra the gigantic gravity worm hits Sunly for 102 physical damage.
Sunly the level 18 cornac archmage was crushed to death by Poryra the gigantic gravity worm on level 2 of Sandworm lair.
The furious lightning storm around Sunly calms down and disappears.