













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
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:
Items Vault 1.5.0Donators/Buyers bonus! 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! Forbidden Cults 1.5.9Official 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 | Madness Roguelike |
Sex | Female |
Race | Shalore |
Class | Adventurer |
Level / Exp | 17 / 91% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 55 (base 28) |
Dexterity | 53 (base 41) |
Constitution | 51 (base 29) |
Magic | 39 (base 37) |
Willpower | 40 (base 31) |
Cunning | 49 (base 40) |
Resources
Mana | 206/206 |
Equilibrium | 0 |
Life | 457/457 |
Steam | 100/100 |
Stamina | 218/218 |
Paradox | 300 |
Healing Factor | 2.0422265788904 |
Regeneration | 52.056923197053 |
Speed
Mental | -4.4408920985006E-14% |
Attack | -4.4408920985006E-14% |
Movement | +228.97058680627% |
Spell | -4.4408920985006E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 28 |
See Stealth | 165.52187617838 |
See Invisible | 193.17294609192 |
Offense: Mainhand
Damage | 92 |
Accuracy | 59 |
Crit Chance | 38% |
APR | 5 |
Speed | 0.80 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Temporal | +14% |
Physical | +15% |
Arcane | +6% |
Fire | +5% |
Mind | +6% |
Offense: Damage Penetration
Physical | +8% |
Mind | +5% |
Temporal | +9% |
Defense: Base
Armour (hardiness) | 20 (88.063566804002%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 73 |
Mental Save | 55 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 30%( 70%) |
Physical | + 20%( 70%) |
Cold | + 41%( 70%) |
All | + 13%( 70%) |
Darkness | + 18%( 70%) |
Lightning | + 20%( 70%) |
Mind | + 15%( 70%) |
Fire | + 21%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Inscriptions (5/5)
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 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 607% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.1 steam per turn. Can be activated for an instant burst of 21 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 85% efficiency and cooldown mod of 50%. |
Class Talents
Spell / Meta | 3.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Necrosis | 3.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Sniper | 3.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 124.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 5.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Archery training | 3.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Archery prowess | 3.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Stasis | 5.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 3.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Speed Control | 5.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Bow Threading | 3.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cunning / Trapping | 3.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Poisons | 3.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Marksmanship | 4.20 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Steamtech / Blacksmith | 2.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 13.70 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 3.50 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 3.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 3.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 3.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 3.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 4.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 3.20 |
| 4/5 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Chronomancy / Chronomancy | 3.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 3.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 3.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 13.50 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 3.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 3.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 5.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 5.20 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Effects
talent | Lacerating Strikes |
talent | Blurred Mortality |
talent | Meditation |
talent | Volatile Poison |
talent | Spellcraft |
talent | Keen Senses |
talent | Numbing Poison |
talent | Apply Poison |
beneficial effect | The target is moving is 229% faster. 3 Celerity |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The mana surge engulfs the target, regenerating 4.55 mana per turn. Surging mana |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
You failed to protect the repented thief from death by Gloralaith the white worm mass. Escort: repented thief (level 2 of Scintillating Caves) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Critical mult.: +5.00% Mental save: +20 (+6 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 102% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 On weapon hit: * 40% chance to corrode armour by 30% Damage (Ranged): +15 lightning / +4 mind / +8 acid Burst (radius 2) on crit: +9 lightning / +4 acid Arrows are used with bows to pierce your foes to death. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 1 power out of 24/24) : Effective talent level: 3.0 Power cost: 1 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 22.57 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +9% lightning / +2% physical / +6% cold Allows you to breathe in: water Physical save: +9 (+3 eff.) Stamina each turn: +0.20 Maximum stamina: +5.00 A cap made of leather. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Around waist | ![]() Infused 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. |
Main armor | ![]() Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +13 Defense: +20 (+5 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +7 Str / +7 Dex / +3 Cun Changes resistances: +18% acid Changes damage: +6% arcane / +3% acid Physical save: +15 (+5 eff.) Mental save: +17 (+5 eff.) A suit of armour made of leather. |
In main hand | ![]() Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Changes resistances penetration: +8% physical / +9% temporal Changes damage: +15% physical / +14% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
Light source | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 5 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Cun / +3 Dex Changes resistances: +9% acid / +6% cold / +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +3% mind / +6% physical Changes resistances penetration: +5% mind Changes damage: +6% mind / +12% acid Stamina each turn: +0.30 Amulets can have magical properties. |
Inventory
![]() Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +6% darkness Changes resistances penetration: +25% darkness Changes damage: +3% darkness / +9% arcane Life regen: +0.90 Healing mod.: +12% A belt that goes around your waist. |
![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +6% cold A pair of boots made of leather. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Fatigue: -10% Damage (Melee): 7 physical Changes damage: +12% mind / +4% physical Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 106% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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 24 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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
By Badstrref Actual the Shalore Adventurer level 5
4th Mirth 122nd year of Ascendancy at 12:25 see stats
By Badstrref Actual the Shalore Adventurer level 5
4th Mirth 122nd year of Ascendancy at 12:25 see stats
By Badstrref Actual the Shalore Adventurer level 10
3rd Flare 122nd year of Ascendancy at 06:02 see stats
By Badstrref Actual the Shalore Adventurer level 11
3rd Dusk 122nd year of Ascendancy at 10:39 see stats
By Badstrref Actual the Shalore Adventurer level 11
3rd Dusk 122nd year of Ascendancy at 10:39 see stats
By Badstrref Actual the Shalore Adventurer level 9
3rd Flare 122nd year of Ascendancy at 02:11 see stats
By Badstrref Actual the Shalore Adventurer level 10
3rd Flare 122nd year of Ascendancy at 07:31 see stats
By Badstrref Actual the Shalore Adventurer level 11
9th Flare 122nd year of Ascendancy at 01:31 see stats
By Badstrref Actual the Shalore Adventurer level 11
3rd Dusk 122nd year of Ascendancy at 10:39 see stats
By Badstrref Actual the Shalore Adventurer level 13
6th Dusk 122nd year of Ascendancy at 08:47 see stats
By Badstrref Actual the Shalore Adventurer level 13
4th Dusk 122nd year of Ascendancy at 06:37 see stats
Log
You gain 15.81 gold from the melting of iron longsword 'Cyrurana' (103% power, 2 apr).
You collect a new ingredient: lump of steel (1).
You gain 11.45 gold from the melting of Xirera the steel longsword (113% power, 3 apr).
You gain 3.50 gold from the melting of Bill's Tree Trunk (136% power, 7 apr).
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 0.64 gold from the melting of sun infusion (rad 6; power 21; turns 4; dispels darkness).
You gain 2.00 gold from the melting of steam generator implant of the duelist (steam 7).
There is a Stairway into the Rhaloren Camp here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Talent Time Shield is ready to use.
Today is the 30th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:33.
Saving done.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 31st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:25.
Saving game...
Saving done.
Badstrref Actual deactivates Spellcraft.
Badstrref Actual deactivates Apply Poison.
Badstrref Actual deactivates Numbing Poison.
Badstrref Actual deactivates Volatile Poison.
Badstrref Actual deactivates Keen Senses.
Badstrref Actual meditates on nature.
Badstrref Actual stops surging mana.
Badstrref Actual deactivates Lacerating Strikes.
Badstrref Actual deactivates Blurred Mortality.