










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
 Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.5.0Official 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:
 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Skeleton | 
| Class | Bulwark | 
| Level / Exp | 26 / 13% | 
| Size | big | 
| Lifes / Deaths | Killed by Uroor the fire imp at level 25 on the 77th Haze 122nd year of Ascendancy at 06:47 3 / 3Killed by Adyna the elven blood mage at level 25 on the 78th Haze 122nd year of Ascendancy at 05:51 Killed by Adyna the elven blood mage at level 25 on the 78th Haze 122nd year of Ascendancy at 07:24  | 
Primary Stats
| Strength | 87 (base 57) | 
| Dexterity | 45 (base 12) | 
| Constitution | 63 (base 44) | 
| Magic | 18 (base 10) | 
| Willpower | 26 (base 17) | 
| Cunning | 15 (base 10) | 
Resources
| Life | 984/984 | 
| Mana | 225/230 | 
| Stamina | 217/217 | 
| Healing Factor | 1.7012017167382 | 
| Regeneration | 24.612215753387 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 5 | 
| See Stealth | 18.097534654637 | 
| See Invisible | 30.097534654637 | 
| ESP Range | 10 | 
| ESP Kinds | demon/minor, animal/canine, demon/major, humanoid/orc | 
Offense: Mainhand
| Damage | 127 | 
| Accuracy | 44 | 
| Crit Chance | 8% | 
| APR | 23 | 
| Speed | 0.80 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 18 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 22 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +6% | 
| Light | +18% | 
| Mind | +9% | 
| Fire | +9% | 
| Physical | +12% | 
| Cold | +15% | 
| Nature | +7% | 
Offense: Damage Penetration
| Physical | +11% | 
| Lightning | +5% | 
| Fire | +10% | 
| Mind | +25% | 
Defense: Base
| Armour (hardiness) | 63.317684610491 (93.452380952381%) | 
| Defense | 35 | 
| Ranged Defense | 40 | 
| Fatigue | 45 | 
| Physical Save | 45 | 
| Spell Save | 40 | 
| Mental Save | 24 | 
Defense: Resistances
| Acid | + 32%( 70%) | 
| Blight | + 26%( 70%) | 
| Arcane | + 24%( 70%) | 
| Cold | + 54%( 70%) | 
| All | + 15%( 70%) | 
| Darkness | + 37%( 70%) | 
| Light | + 35%( 70%) | 
| Temporal | + 20%( 70%) | 
| Lightning | + 31%( 70%) | 
| Fire | + 49%( 70%) | 
| Nature | + 57%( 70%) | 
Defense: Immunities
| Stun Resistance | 51% | 
| Bleed Resistance | 100% | 
| Confusion Resistance | 10% | 
| Fear Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 100% | 
| Knockback Resistance | 51% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 121.44 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 52 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 279 damage for 6 turns. Its effects scale with your Magic stat.  | 
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 224.98 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat.  | 
Class Talents
| Technique / Combat techniques | 1.30 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Battle tactics | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 2/5 | 
  | 3/5 | 
| Technique / Shield offense | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat veteran | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Shield defense | 1.30 | 
  | 4/5 | 
  | 3/5 | 
  | 5/5 | 
  | 1/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 2/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Undead / Skeleton | 1.10 | 
  | 5/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
Effects
| talent | Shield Wall | 
| talent | Premonition | 
Quests
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 | 
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done | 
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)).  | done | 
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Cunning by +2.  | done | 
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +2.  | done | 
You failed to protect the lost tinker from death by snow giant boulder thrower. Escort: lost tinker (level 1 of Daikara) | failed | 
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)).  | done | 
You failed to protect the worried loremaster from death by giant venus flytrap. Escort: worried loremaster (level 3 of Old Forest) | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 146.  | 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.  | 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: * You've found the needed wretchling eyeball. * You've found the needed bear paw. * You've found the needed electric eel tail. 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 skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bloated horror heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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...' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed xorn fragment. * You've found the needed warg claw.  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died.  | done | 
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble.  | 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 |  pair of hardened leather boots 'Gunolach' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% fire / +5% arcane / +12% darkness Grants telepathy: Humanoid/Orc Life regen: +2.80 See invisible: +12 Healing mod.: +18% A pair of boots made of leather.  | 
| Light source |  BoltstreakCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 20 lightning Changes resistances: +6% lightning / +6% fire Changes resistances penetration: +5% lightning Changes damage: +3% fire Light radius: +5 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 |  Velatira (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% arcane / +12% nature / +11% light / +11% darkness Spell save: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  sand hardened leather gloves of strength (+3) (0 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +7 Damage (Melee): 7 physical Changes stats: +3 Str Changes damage: +6% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  dwarven-steel pickaxe 'Elagawe' (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +7 Str / +3 Dex / +6 Mag / +3 Wil Changes resistances: +12% nature Changes damage: +7% nature Grants telepathy: Demon/Minor Demon/Major Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  savage's steel ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% acid / +13% fire / +13% lightning / +14% cold Spell save: +11 (+4 eff.) Maximum stamina: +12.00 Rings can have magical properties.  | 
| On fingers |  Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.70 cold and 12.37 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch.  | 
| Around neck |  Glitterravager the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 12 darkness Changes resistances: +12% light Changes damage: +18% light / +6% darkness Life regen: +1.70 Light radius: +3 Amulets can have magical properties.  | 
| In main hand |  voratun waraxe 'Yvoremira' (40.5-56.7 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 125% When wielded/worn: Accuracy: +22 (+7 eff.) Armour penetration: +10 Changes stats: +9 Dex / +2 Mag / +1 Cun / +4 Con Changes resistances: +3% darkness / +6% temporal Changes resistances penetration: +11% physical Changes damage: +6% physical One-handed war axes.  | 
| Around waist |  rough leather belt 'Ce'Nethra'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Fatigue: -4% Changes stats: +2 Wil / +7 Con Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Size category: +1 A belt that goes around your waist.  | 
| In off hand |  Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+8 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid.  | 
| Cloak |  Aeritta the Ashstone (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 fire Changes resistances: +13% blight / +15% fire / +15% nature Changes resistances penetration: +25% mind / +10% fire Changes damage: +9% mind / +6% fire Life regen: +2.10 Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  rejuvenating dwarven-steel mail armour of the deep (3 def, 10 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+2 eff.) Fatigue: +16% Changes resistances: +8% acid / +7% cold Allows you to breathe in: water Life regen: +4.20 Stamina each turn: +0.80 A suit of armour made of mail.  | 
Inventory
 Rune of the Rift (254.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 254.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 heat beam rune of the titan (297 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 296.92 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 teleportation rune of the duelist (range 75)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 75 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
 steel amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties.  | 
 warrior's gold amulet of cunning (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +6% physical Stamina each turn: +0.40 Amulets can have magical properties.  | 
 ash longbow 'Relgehad'Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +11.0% Physical power: +9 (+2 eff.) Changes stats: +5 Str / +1 Mag Changes resistances penetration: +11% physical Spell save: +6 (+2 eff.) Maximum vim: +20.00 Spell crit. chance: +2% Damage Shield penetration: +18% Defense after a teleport: +5 Longbows are used to shoot arrows at your foes.  | 
 Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers.  | 
 Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+6 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers.  | 
 Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric.  | 
 enveloping cashmere cloak of the Shaloren (10 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +2 Mag / +2 Wil Physical save: +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+4 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.  | 
 Xerymitha (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Dex / +3 Cun / +2 Con Changes resistances: +2% physical Physical save: +14 (+5 eff.) Mental save: +13 (+7 eff.) Confusion immunity: +20% Stun/Freeze immunity: +10% A pair of boots made of leather.  | 
 Belohir the Weepoblivion (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 15% Damage (Melee): 5 darkness Changes resistances: +6% darkness Changes damage: +3% darkness / +3% blight Damage Shield penetration: +40% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 dwarven-steel gauntlets 'Ivasewe' (9 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -18% Damage (Melee): 6 acid / 6 fire / 5 cold / 6 lightning Changes stats: +3 Dex / +3 Mag / +4 Wil Disease immunity: +10% Disarm immunity: +10% Metal gloves protecting the hands up to the middle of the lower arm.  | 
 temporal iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 temporal Damage (Ranged): 7 temporal Changes stats: +2 Mag Changes resistances: +7% temporal Changes damage: +4% arcane / +4% temporal Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Crown of Burning Pain (11 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +11 (+5 eff.) Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +30% fire Changes damage: +30% fire It can be used to activate talent Meteor Rain (costing 30 power out of 50/50) : Effective talent level: 2.0 Power cost: 30 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 30.56 fire and 31.40 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor.  | 
 linen wizard hat 'Alimahir' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +2 Mag / +2 Wil / +3 Cun Changes damage: +3% blight Critical mult.: +10.00% Mental save: +6 (+3 eff.) Mana each turn: +0.12 A pointy cloth hat, very wizardly...  | 
 The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+6 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said.  | 
 Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) 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: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 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.  | 
 icy dwarven-steel shield of fire resistance (+18%) (8 def, 2 armour, 33.5-40.2 power, 81 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 33.5 - 40.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +81 Damage (Melee): +10 cold When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 7 cold Damage when hit (Melee): 12 ice Changes resistances: +18% fire Talent granted: +3 Block Handheld deflection devices.  | 
 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.  | 
 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 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 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood.  | 
 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 10 power out of 15/15) : Effective talent level: 3.0 Power cost: 10 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 69.27 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it.  | 
 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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 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.  | 
 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
			Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.By Balahek the Skeleton Bulwark level 19
46th Dusk 122nd year of Ascendancy at 00:17 see stats
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Balahek the Skeleton Bulwark level 22
58th Haze 122nd year of Ascendancy at 02:40 see stats
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Balahek the Skeleton Bulwark level 15
24th Dusk 122nd year of Ascendancy at 13:27 see stats
			Home sweet home (Nightmare (Adventure) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Balahek the Skeleton Bulwark level 18
32nd Dusk 122nd year of Ascendancy at 16:05 see stats
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Balahek the Skeleton Bulwark level 10
1st Summertide 122nd year of Ascendancy at 10:19 see stats
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Balahek the Skeleton Bulwark level 20
46th Dusk 122nd year of Ascendancy at 00:17 see stats
			Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Balahek the Skeleton Bulwark level 19
43rd Dusk 122nd year of Ascendancy at 09:50 see stats
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By Balahek the Skeleton Bulwark level 20
62nd Dusk 122nd year of Ascendancy at 22:42 see stats
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Balahek the Skeleton Bulwark level 5
5th Mirth 122nd year of Ascendancy at 04:53 see stats
			The Right thing to do (Nightmare (Adventure) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Balahek the Skeleton Bulwark level 18
41st Dusk 122nd year of Ascendancy at 19:23 see stats
			Thralless (Nightmare (Adventure) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By Balahek the Skeleton Bulwark level 18
42nd Dusk 122nd year of Ascendancy at 01:38 see stats
			Treasure Hoarder (Nightmare (Adventure) difficulty)
			Amassed 3000 gold pieces.By Balahek the Skeleton Bulwark level 22
61st Haze 122nd year of Ascendancy at 07:04 see stats
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Balahek the Skeleton Bulwark level 15
23rd Dusk 122nd year of Ascendancy at 19:17 see stats
Log
The protective shield of Balahek disappears.
Talent Greater Weapon Focus is ready to use.
Resting starts...
Rested for 22 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 50 turns (stop reason: at exit).
You gain 17.57 gold from the transmogrification of Relgysus the yew totem of cure ailments [power 3]  (10 cooldown).
You gain 1.96 gold from the transmogrification of flaming dwarven-steel shield (8 def, 2 armour, 30.5-36.6 power, 88 block).
You gain 18.86 gold from the transmogrification of steel plate armour 'Torch's kiss' (4 def, 9 armour).
You gain 2.31 gold from the transmogrification of spiked reinforced leather armour of spell shielding (4 def, 7 armour).
You gain 0.75 gold from the transmogrification of hardened leather armour (3 def, 6 armour).
You gain 2.09 gold from the transmogrification of cleansing reinforced leather armour of lightning resistance (4 def, 7 armour).
You gain 0.20 gold from the transmogrification of hardened leather cap (0 def, 3 armour).
You gain 2.57 gold from the transmogrification of corrosive dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour).
You gain 0.20 gold from the transmogrification of cashmere cloak (2 def, 0 armour).
You gain 3.92 gold from the transmogrification of potent elven-wood magestaff of power (28-33.6 power, 5 apr, fire element).
You gain 0.75 gold from the transmogrification of dwarven-steel greatmaul (40-60 power, 2 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel greatmaul (40.5-60.75 power, 2 apr).
You gain 0.25 gold from the transmogrification of gold ring.
You gain 3.20 gold from the transmogrification of invisibility rune of the warrior (power 16 for 5 turns).
You gain 1.30 gold from the transmogrification of heat beam rune (65 fire damage).
There is a previous level here (press '' or right click to use).
Saving game...
Saving done.
Balahek deactivates Shield Wall.
Balahek deactivates Premonition.
















































































