











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Possessor |
| Level / Exp | 25 / 3% |
| Size | small |
| Lifes / Deaths | Killed by Lisawyn the green mold at level 11 on the 4th Dusk 122nd year of Ascendancy at 01:07 4 / 2Killed by Mayasetha the copperhead snake at level 13 on the 9th Dusk 122nd year of Ascendancy at 05:10 |
Primary Stats
| Strength | 58 (base 46) |
| Dexterity | 15 (base 12) |
| Constitution | 7 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 70 (base 54) |
| Cunning | 26 (base 12) |
Resources
| Life | 150/150 |
| Psi | 299/299 |
| Healing Factor | 0.97457627118649 |
| Regeneration | 0.24364406779662 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +110.00527732609% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 24.602579952692 |
| See Invisible | 24.602579952692 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 57 |
| Crit Chance | 9% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Temporal | +3% |
| Blight | +3% |
| Physical | +3% |
| Mind | +51% |
| Cold | +12% |
Offense: Damage Penetration
| Acid | +5% |
| Cold | +15% |
| Blight | +10% |
| Physical | +5% |
| Fire | +10% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 36 (87.462686567164%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 27 |
| Physical Save | 33 |
| Spell Save | 29 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 24%( 70%) |
| All | 0%( 70%) |
| Darkness | + 21%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 6%( 70%) |
| Lightning | + 12%( 70%) |
| Mind | + 12%( 70%) |
| Nature | + 12%( 70%) |
Defense: Immunities
| Silence Resistance | 17% |
| Confusion Resistance | 52% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 650% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 165 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 358 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Possession | 1.69 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.49 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic blows | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Force Shield |
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 successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed skeleton mage skull. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed giant spider spinneret. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | 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 within4 lumberjacks have died. | 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 | Torchrock (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +2.0% Armour: +1 Changes stats: +2 Cun / +2 Con Changes resistances: +9% acid Changes resistances penetration: +5% fire / +5% physical Changes damage: +3% physical Critical mult.: +5.00% Physical save: +10 (+5 eff.) Mental save: +10 (+5 eff.) A pair of boots made of leather. |
| Light source | DaimelestaInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +3% mind Changes damage: +21% mind / +3% blight Spellpower on spell critical (stacks up to 3 times): +6 Light radius: +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. |
| On head | Emelida the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex / +3 Wil / +3 Cun Changes resistances: +9% blight / +3% lightning Changes damage: +9% mind Mindpower: +3 (+1 eff.) Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | Xanynn the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +30 (+7 eff.) Armour penetration: +1 Physical power: +15 (+5 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% darkness / +24% cold Changes damage: +12% cold Stamina each turn: +1.00 Rings can have magical properties. |
| On fingers | Urthosarin the BurnmoonPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +9% mind Changes resistances penetration: +15% mind / +5% fire Changes damage: +15% mind Spell save: +6 (+3 eff.) Rings can have magical properties. |
| Around waist | Siluselle the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +2 Str Changes resistances penetration: +10% blight Mana when firing critical spell: +2.00 Spell crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to create a temporary shield that absorbs 203 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In main hand | Drake's Bane (156% power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 156% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+4 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
| On hands | temporal rough leather gloves of dexterity (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 5 temporal Changes stats: +2 Dex Changes resistances: +6% temporal Changes damage: +3% temporal When used to modify unarmed attacks: Power: 93% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +6 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 5% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Hailpower (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +7 Str Changes resistances: +9% physical / +12% darkness / +9% blight / +12% nature / +9% light Changes resistances penetration: +15% cold Spell save: +3 (+1 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
| Cloak | Zubyda the Pitchpanic (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 22% * 20% chance to reduce armor by 17% Changes resistances: +6% acid / +9% lightning Changes resistances penetration: +5% acid Physical save: +5 (+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 neck | Sootnigh the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 4 mind / 2 darkness Changes resistances: +6% acid Changes damage: +12% acid / +6% mind Talent masteries: +0.19 Psionic / Solipsism +0.19 Psionic / Possession Amulets can have magical properties. |
Inventory
shielding rune of the psychic (absorb 339; dur 3; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 339 damage for 3 turns. Its effects scale with your Willpower 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 spell talent. |
gold amulet 'Cystclash' =CUN=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Fatigue: -6% Changes stats: +8 Dex / +6 Cun / +6 Con Changes resistances penetration: +25% physical Changes damage: +6% nature Life regen: +3.00 Stamina each turn: +0.80 Movement speed: +10% Amulets can have magical properties. |
steel amulet 'Barelin' =CON=Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +6 Dex / +6 Wil / +5 Cun / +9 Con Mental save: +6 (+3 eff.) Confusion immunity: +12% Life regen: +1.00 Stamina each turn: +0.40 Mindpower: +6 (+2 eff.) Movement speed: +10% Amulets can have magical properties. |
noble's rough leather belt =CUN=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Damage against: +15% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
Frigidwither (1 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Armour: +10 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +4 Dex Changes resistances: +6% mind / +18% cold Reduces incoming crit damage: 15.00% Silence immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unrirab the Eclipsemoon (0 def, 0 armour) =CON=Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +4 Con Changes resistances: +15% acid / +14% physical / +3% darkness / +9% all Changes damage: +10% acid / +14% physical / +10% nature Poison immunity: +23% Disease immunity: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elenisin (10 def, 1 armour) =CON=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Damage when hit (Melee): 2 arcane Changes stats: +3 Con / +4 Wil Changes resistances penetration: +5% blight / +6% physical Disarm immunity: +20% Stun/Freeze immunity: +10% Mindpower: +4 (+1 eff.) Healing mod.: +5% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) =CUN=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
rough leather cap 'Eilinywyn' (0 def, 1 armour) =CUNCON=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 mind Changes stats: +2 Wil / +5 Cun / +3 Con Critical mult.: +5.00% Mental save: +3 (+1 eff.) Psi when hit: +0.04 See invisible: +3 A cap made of leather. |
enlightening dwarven-steel mail armour of resilience (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +4 Wil Mental save: +15 (+7 eff.) Maximum life: +23.00 A suit of armour made of mail. |
Harydelen (8 def, 7 armour) =CUN=Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +7 Defense: +8 (+4 eff.) Fatigue: +7% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +3 Dex Changes resistances: +20% temporal Changes damage: +6% temporal Critical mult.: +10.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
volcanic hardened leather armour of the deep (9 def, 15 armour) =BREATHE=Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +15 Defense: +9 (+4 eff.) Fatigue: +8% Damage (Melee): 6 fire Damage (Ranged): 5 fire Changes resistances: +8% acid / +7% cold / +13% fire / +12% physical Allows you to breathe in: water A suit of armour made of leather. |
12 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. |
125 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Unrogahir the iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% lightning / +6% temporal Mental save: +9 (+4 eff.) Cut immunity: +10% Psi when hit: +0.04 Maximum life: +21.00 Maximum stamina: +16.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 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.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By FEELS DECIDE LOGIC the Yeek Possessor level 19
71st Dusk 122nd year of Ascendancy at 13:25 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By FEELS DECIDE LOGIC the Yeek Possessor level 24
2nd Wintertide 123rd year of Ascendancy at 11:09 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By FEELS DECIDE LOGIC the Yeek Possessor level 10
10th Flare 122nd year of Ascendancy at 03:54 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By FEELS DECIDE LOGIC the Yeek Possessor level 20
4th Haze 122nd year of Ascendancy at 06:26 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By FEELS DECIDE LOGIC the Yeek Possessor level 21
20th Haze 122nd year of Ascendancy at 03:34 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By FEELS DECIDE LOGIC the Yeek Possessor level 19
38th Dusk 122nd year of Ascendancy at 13:41 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By FEELS DECIDE LOGIC the Yeek Possessor level 13
18th Dusk 122nd year of Ascendancy at 18:19 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By FEELS DECIDE LOGIC the Yeek Possessor level 9
8th Flare 122nd year of Ascendancy at 01:52 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By FEELS DECIDE LOGIC the Yeek Possessor level 13
14th Dusk 122nd year of Ascendancy at 15:51 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By FEELS DECIDE LOGIC the Yeek Possessor level 24
40th Haze 122nd year of Ascendancy at 11:41 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By FEELS DECIDE LOGIC the Yeek Possessor level 18
31st Dusk 122nd year of Ascendancy at 07:50 see stats
Log
You gain 15.76 gold from the transmogrification of Barivon (6 def, 4 armour).
You gain 17.81 gold from the transmogrification of Falosta the Growthborn (0 def, 3 armour).
You gain 13.41 gold from the transmogrification of Cyrothra the pair of dwarven-steel boots (0 def, 4 armour).
You gain 1.70 gold from the transmogrification of shimmering cashmere robe of darkness (+15%) (0 def, 0 armour).
You gain 4.36 gold from the transmogrification of cashmere robe of life (0 def, 0 armour).
You gain 12.16 gold from the transmogrification of Nimbuspall the woollen robe (0 def, 0 armour).
You gain 2.56 gold from the transmogrification of surging elm starstaff of might (100% power, 2 apr, temporal element).
You gain 6.04 gold from the transmogrification of potent yew vilestaff of wizardry (127% power, 4 apr, darkness element).
You gain 10.85 gold from the transmogrification of magelord's yew magestaff of wizardry (120% power, 4 apr, cold element).
You gain 2.40 gold from the transmogrification of horrifying vined mindstar of resolve (87% power, 18 apr, nature damage).
You gain 3.33 gold from the transmogrification of epiphanous thorny mindstar (96% power, 24 apr, mind damage).
You gain 8.98 gold from the transmogrification of caller's thorny mindstar of frost (98% power, 24 apr, mind damage).
You gain 11.81 gold from the transmogrification of Lisimitta (107% power, 32 apr, nature damage).
You gain 5.34 gold from the transmogrification of thought-forged dwarven-steel greatsword of persecution (140% power, 2 apr).
You gain 18.67 gold from the transmogrification of iron greatsword 'Arthuran' (118% power, 1 apr).
You gain 2.86 gold from the transmogrification of elemental iron greatmaul (116% power, 1 apr).
You gain 10.11 gold from the transmogrification of Lavanoon the steel greatmaul (148% power, 2 apr).
You gain 3.57 gold from the transmogrification of iron dagger of evisceration (98% power, 5 apr).
You gain 0.50 gold from the transmogrification of steel battleaxe (124% power, 2 apr).
You gain 0.75 gold from the transmogrification of arcing iron battleaxe (110% power, 1 apr).
You gain 1.07 gold from the transmogrification of shatter afflictions rune of the wizard (absorb 37; cd 17).
You gain 0.62 gold from the transmogrification of shatter afflictions rune (absorb 41; cd 13).
You gain 0.60 gold from the transmogrification of shatter afflictions rune (absorb 35; cd 18).
You gain 1.52 gold from the transmogrification of movement infusion (speed 400%; cd 9).
You gain 1.52 gold from the transmogrification of movement infusion (speed 438%; cd 11).
You gain 1.15 gold from the transmogrification of healing infusion of the warrior (heal 168; cd 11).
You gain 1.12 gold from the transmogrification of healing infusion of the warrior (heal 159; cd 15).
You gain 0.66 gold from the transmogrification of healing infusion (heal 55; cd 13).
There is a way to the previous level here (press '' or right click to use).
FEELS DECIDE LOGIC deactivates Force Shield.




























































