











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 17 / 29% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 49 (base 44) |
| Dexterity | 12 (base 12) |
| Constitution | 36 (base 34) |
| Magic | 13 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 764/764 |
| Stamina | 116/116 |
| Healing Factor | 1.1893203883495 |
| Regeneration | 11.823811657555 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 38 |
| Crit Chance | 2% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4.3333333333333 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Lightning | +6% |
Offense: Damage Penetration
| Darkness | +20% |
| Acid | +5% |
| Light | +10% |
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 87.427629765896 (81.030927835052%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 27 |
| Physical Save | 35 |
| Spell Save | 32 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 19%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 22%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 23%( 70%) |
| Physical | + 8%( 70%) |
| Darkness | + 15%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 64% |
| Bleed Resistance | 20% |
| Pinning Resistance | 20% |
| Disarm Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 84% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 256 life over 5 turns. Its effects scale with your Strength stat. |
| 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 physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 547% 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 Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| talent | Daunting Presence |
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 have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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 |
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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed orc heart. | 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 | grounding pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +7% lightning / +5% temporal Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Aeradamina the Bleakblight (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +2 Wil Changes resistances: +6% lightning / +5% arcane / +3% nature Changes resistances penetration: +20% darkness Spell save: +3 (+2 eff.) Mental save: +6 (+6 eff.) Cut immunity: +20% Only die when reaching: -40.00 life Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of gale force [power 70] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking enemies back 6 spaces and dealing 74 damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | 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. |
| On fingers | copper ring 'Hurelach'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +1 Wil / +3 Mag Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +23.00 Infravision radius: +1 Rings can have magical properties. |
| Around waist | rough leather belt 'Haregohek'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% blight / +3% acid Knockback immunity: +20% Maximum life: +71.00 A belt that goes around your waist. |
| In main hand | manaburning dwarven-steel mace of massacre (31.5-44.1 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 12 arcane resource burn Blunt and deadly. |
| On hands | Kindlepall the hardened leather gloves (0 def, 8 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Damage (Melee): 8 lightning / 9 physical Changes resistances: +5% lightning / +12% light / +10% blight / +6% acid / +8% arcane / +8% darkness Changes resistances penetration: +5% acid / +10% light Changes damage: +6% lightning / +5% physical Damage affinity(heal): +9% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +11 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | Scumjam the dwarven-steel shield (0 def, 14 armour, 28.5-34.2 power, 75.5 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 Damage (Melee): +4 nature Damage (radius 1) on hit: +12 nature When wielded/worn: Armour: +14 Fatigue: +8% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Con Changes resistances: +12% temporal Talent granted: +1 Block Critical mult.: +10.00% Handheld deflection devices. |
| Cloak | Hazewrack (2 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Changes resistances: +16% cold Changes resistances penetration: +20% cold Disarm immunity: +20% Life regen: +2.00 Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xerymira (20 def, 15 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +20 (+10 eff.) Fatigue: +12% Changes resistances: +1% physical Stun/Freeze immunity: +20% Only die when reaching: -80.00 life A suit of armour made of mail. |
Inventory
heroism infusion of the duelist (die at -228; dur 6; cd 26)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -228 life. The duration and life will increase by 1% for every 1% life you have lost (currently 228 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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 nature talent. |
Glitterstreak the dwarven-steel longsword (20.5-28.7 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 fire Damage (radius 2) on crit: +4 fire When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+3 eff.) Damage when hit (Melee): 2 light Changes stats: +4 Dex Changes resistances: +9% light Changes resistances penetration: +5% light Sharp, long, and deadly. |
iron longsword of massacre (18.5-25.9 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
steel waraxe of massacre (19.5-27.3 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
Tempestransom (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% nature / +3% acid Changes damage: +6% lightning Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sludgegrip (0 def, 0 armour)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 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
fortifying iron mail armour of command (8 def, 8 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +3 Str / +2 Cun / +2 Con Mental save: +11 (+8 eff.) Maximum life: +35.00 A suit of armour made of mail. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Shield usage training - Strength 16 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% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 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. |
Viperrock the dwarven-steel shield (0 def, 21 armour, 27.5-33 power, 76 block)Requires: - Shield usage training - Strength 24 Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.5 - 33.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 Damage (radius 2) on crit: +4 nature When wielded/worn: Physical crit. chance: +3.0% Armour: +21 Fatigue: +8% Damage when hit (Melee): 2 physical Changes resistances: +14% arcane Talent granted: +1 Block Handheld deflection devices. |
5 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. |
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 (+6 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
5 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bragan the Cornac Bulwark level 14
61st Dusk 122nd year of Ascendancy at 13:29 see stats
Level 10
Got a character to level 10.By Bragan the Cornac Bulwark level 10
8th Mirth 122nd year of Ascendancy at 07:10 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Bragan the Cornac Bulwark level 14
22nd Dusk 122nd year of Ascendancy at 03:37 see stats
The Arena
Unlocked Arena mode.By Bragan the Cornac Bulwark level 10
2nd Flare 122nd year of Ascendancy at 15:07 see stats
The secret city
Discovered the truth about mages.By Bragan the Cornac Bulwark level 10
4th Flare 122nd year of Ascendancy at 07:10 see stats
Log
There is a teleporting circle to the surface here (press '' or right click to use).
Ran for 31 turns (stop reason: at exit).
Bragan wears (replacing Sludgegrip (0 def, 0 armour)): Kindlepall the hardened leather gloves (0 def, 8 armour).
You gain 10.25 gold from the transmogrification of quick ash wand of clairvoyance [power 9] (12 cooldown).
You gain 14.50 gold from the transmogrification of alchemist's lamp 'Searstoker'.
You gain 5.06 gold from the transmogrification of high-capacity quiver of yew arrows of persecution (48/48, 30-42 power, 10 apr).
You gain 1.48 gold from the transmogrification of reinforced steel shield of reflection (0 def, 6 armour, 10-12 power, 64.5 block).
You gain 3.59 gold from the transmogrification of enlightening dwarven-steel plate armour (0 def, 11 armour).
You gain 2.88 gold from the transmogrification of insulating pair of rough leather boots of tirelessness (0 def, 1 armour).
You gain 4.57 gold from the transmogrification of verdant woollen robe of the mountain (+11%) (0 def, 0 armour).
You gain 1.89 gold from the transmogrification of thick cashmere cloak of the Shaloren (2 def, 7 armour).
You gain 3.54 gold from the transmogrification of truestriking dwarven-steel waraxe (22-30.8 power, 4 apr).
You gain 3.22 gold from the transmogrification of shimmering ash magestaff of might (15-18 power, 3 apr, arcane element).
You gain 5.53 gold from the transmogrification of honing vined mindstar of disruption (5-5.5 power, 18 apr, nature damage).
You gain 2.68 gold from the transmogrification of creative vined mindstar of clarity (4.5-4.95 power, 18 apr, nature damage).
You gain 4.37 gold from the transmogrification of thought-forged steel longsword of vileness (12.5-17.5 power, 3 apr).
You gain 0.75 gold from the transmogrification of arcing iron greatmaul (19-28.5 power, 1 apr).
You gain 2.72 gold from the transmogrification of balanced steel dagger (11-14.3 power, 6 apr).
You gain 1.45 gold from the transmogrification of acidic dwarven-steel battleaxe of massacre (45-67.5 power, 2 apr).
You gain 2.00 gold from the transmogrification of blink rune of the sneak (range 2; phase 11; cd 17).
You gain 2.00 gold from the transmogrification of blink rune of the psychic (range 3; phase 12; cd 20).
You gain 25.00 gold from the transmogrification of Prismatic Rune (6 turns; acid, temporal, light, blight, arcane, physical).
There is a A gate into the Maze 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...
Saving done.
Bragan deactivates Shield Wall.
Bragan deactivates Daunting Presence.




























































