








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando 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:
More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Homosuperior |
| Class | Brawler |
| Level / Exp | 19 / 90% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 60 (base 34) |
| Dexterity | 64 (base 47) |
| Constitution | 67 (base 34) |
| Magic | 21 (base 10) |
| Willpower | 34 (base 10) |
| Cunning | 72 (base 47) |
Resources
| Life | 888/888 |
| Mana | 111/328 |
| Stamina | 164/164 |
| Equilibrium | 0 |
| Healing Factor | 1.7607594936709 |
| Regeneration | 12.345207440762 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +12% |
| Spell | 0% |
| Global | +140% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 9 |
| See Stealth | 71.640165020346 |
| See Invisible | 71.640165020346 |
Offense: Barehand
| Damage | 98 |
| Accuracy | 75 |
| Crit Chance | 51% |
| APR | 13 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +19% |
| Temporal | +11% |
| Blight | +11% |
| Arcane | +3% |
| Physical | +4% |
| Nature | +6% |
Offense: Damage Penetration
| Light | +10% |
Defense: Base
| Armour (hardiness) | 26 (66.09865470852%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 49 |
| Mental Save | 41 |
Defense: Resistances
| Blight | + 53%( 70%) |
| Cold | + 40%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 53%( 70%) |
| Temporal | + 39%( 70%) |
| Lightning | + 31%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Teleport Resistance | 15% |
| Pinning Resistance | 21% |
| Bleed Resistance | 15% |
| Confusion Resistance | 100% |
| Stun Resistance | 5% |
| Knockback Resistance | 35% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 175 damage for 25 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.50 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Technique / Grappling | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Corruption / Bone | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.50 |
| 4/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 2.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Daunting Presence |
| talent | Precise Strikes |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 |
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 |
Equipment
| On feet | Bifang the Skyrip (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +4 Dex / +2 Cun / +2 Con / +6 Lck Changes resistances: +19% lightning / +7% temporal / +6% fire / +9% cold Stealth bonus: +6 Physical save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Blindness immunity: +10% Disease immunity: +5% Cut immunity: +5% Teleport immunity: +15% A pair of boots made of leather. |
| On hands | sand dwarven-steel gauntlets of magic (+4) (0 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Damage (Melee): 5 physical Changes stats: +4 Mag Changes damage: +3% arcane / +4% physical When used to modify unarmed attacks: Base power: 18.5 - 25.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 3). Damage (Melee): +5 arcane Burst (radius 1) on hit: +6 physical Burst (radius 2) on crit: +7 arcane / +7 physical Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Dawnvagrant (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Changes stats: +3 Dex / +6 Wil / +3 Cun Changes resistances: +11% blight / +3% light Changes damage: +6% light / +12% lightning Mental save: +12 (+4 eff.) Light radius: +3 A cap made of leather. |
| On fingers | copper ring 'Dawnhunt'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 darkness / 8 light Changes stats: +5 Cun / +5 Wil Changes resistances: +11% blight / +11% temporal / +12% light / +3% darkness Changes resistances penetration: +10% light Changes damage: +11% blight / +11% temporal / +3% light Mindpower: +7 (+3 eff.) Light radius: +1 Rings can have magical properties. |
| On fingers | Islildatha the PhlegmwhisperCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +4 Defense: +7 (+2 eff.) Changes stats: +5 Dex / +5 Wil / +10 Cun Changes resistances: +3% blight Changes damage: +6% nature Spell save: +6 (+2 eff.) Cut immunity: +10% Stun/Freeze immunity: +5% Knockback immunity: +15% Mindpower: +6 (+2 eff.) Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.2 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. |
| Around neck | stabilizing steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets can have magical properties. |
| Main armor | spiked drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical A suit of armour made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (89 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Inventory
wild infusion of the psychic (resist 13%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
warrior's copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
NerumimaInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag / +2 Con Changes resistances: +5% arcane Changes damage: +3% blight Reduced damage from: +21% Summoned Spell save: +20 (+7 eff.) Mental save: +6 (+2 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.00 Maximum mana: +100.00 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Galdavena the Offalmortal (3 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Str / +2 Dex / +3 Con Changes resistances: +7% lightning / +7% temporal Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Light radius: +1 See invisible: +21 It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.1 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes resistances: +5% lightning / +6% temporal A pair of boots made of leather. |
grounding linen wizard hat of nature (+5%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +5% lightning / +5% temporal / +15% nature Changes damage: +10% nature A pointy cloth hat, very wizardly... |
rough leather armour of resilience (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Maximum life: +20.00 A suit of armour made of leather. |
8 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
55 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
14 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +7 See invisible: +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. |
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), costing 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. |
Rod of Recall (2/3)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 122 power out of 319/400. 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. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Fear me not! (Uniques)
Survived the Fearscape!By Joel the Homosuperior Brawler level 16
3rd Mirth 122nd year of Ascendancy at 05:32 see stats
Level 10 (Uniques)
Got a character to level 10.By Joel the Homosuperior Brawler level 10
76th Pyre 122nd year of Ascendancy at 13:10 see stats
The Arena (Uniques)
Unlocked Arena mode.By Joel the Homosuperior Brawler level 14
77th Pyre 122nd year of Ascendancy at 08:22 see stats
Log
You gain 1.76 gold from the transmogrification of impenetrable iron mail armour of fire resistance (2 def, 10 armour).
You gain 1.07 gold from the transmogrification of miner's iron helm of dexterity (+2) (0 def, 5 armour).
You gain 0.93 gold from the transmogrification of grounding rough leather cap of strength (+2) (0 def, 1 armour).
You gain 19.76 gold from the transmogrification of Tizilarion the Flashviper (0 def, 1 armour).
You gain 12.38 gold from the transmogrification of Flarethorn (1 def, 4 armour).
You gain 0.25 gold from the transmogrification of rough leather gloves (0 def, 1 armour).
You gain 5.61 gold from the transmogrification of restful rough leather gloves of strength (+3) (0 def, 1 armour).
You gain 0.96 gold from the transmogrification of blighted iron gauntlets (0 def, 1 armour).
You gain 1.37 gold from the transmogrification of miner's pair of iron boots of uncanny dodging (2 def, 7 armour).
You gain 0.63 gold from the transmogrification of insulating pair of iron boots (0 def, 3 armour).
You gain 4.59 gold from the transmogrification of linen robe of Linaniil (0 def, 0 armour).
You gain 0.60 gold from the transmogrification of resilient linen cloak (1 def, 0 armour).
You gain 0.99 gold from the transmogrification of acidic iron waraxe (11-15.4 power, 2 apr).
You gain 0.45 gold from the transmogrification of iron steamsaw of massacre (15-22.5 power, 0 apr).
You gain 5.66 gold from the transmogrification of mighty iron steamgun of power.
You gain 4.50 gold from the transmogrification of mighty iron steamgun.
You gain 4.45 gold from the transmogrification of iron steamgun of power.
You gain 22.79 gold from the transmogrification of Raginaristir the Satyrarc (20-24 power, 4 apr, blight element).
You gain 0.65 gold from the transmogrification of gifted mossy mindstar (2-2.2 power, 12 apr, nature damage).
You gain 1.20 gold from the transmogrification of ranger's elm longbow.
You gain 0.25 gold from the transmogrification of iron greatmaul (18.5-27.75 power, 1 apr).
You gain 0.25 gold from the transmogrification of iron dagger (10.5-13.65 power, 5 apr).
You gain 0.85 gold from the transmogrification of rogue's copper ring.
There is a Ruins of Kor'Pul here (press '' or right click to use).
You feel very confident walking into this place.
Saving game...
Saving done.
Joel deactivates Striking Stance.
Joel deactivates Precise Strikes.
Joel deactivates Daunting Presence.


























































































