











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 | 
| Addons | Possessor Bonus Class 1.7.0Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Cursed | 
| Level / Exp | 17 / 46% | 
| Size | medium | 
| Lifes / Deaths | Killed by skeleton warrior at level 7 on the 1st Mirth 122nd year of Ascendancy at 07:582 / 3 Killed by Cultist at level 15 on the 34th Dusk 122nd year of Ascendancy at 15:01 Killed by Shasshhiy'Kaish at level 17 on the 34th Dusk 122nd year of Ascendancy at 21:43 | 
Primary Stats
| Strength | 53 (base 44) | 
| Dexterity | 10 (base 10) | 
| Constitution | 13 (base 10) | 
| Magic | 10 (base 10) | 
| Willpower | 50 (base 39) | 
| Cunning | 11 (base 10) | 
Resources
| Life | 409/409 | 
| Hate | 98/100 | 
| Healing Factor | 1.3413729867438 | 
| Regeneration | 3.8229130122198 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 1 | 
Offense: Mainhand
| Damage | 85 | 
| Accuracy | 21 | 
| Crit Chance | 4% | 
| APR | 19 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 3.3333333333333 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 43 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +8% | 
| Light | +10% | 
| Blight | +5% | 
| Mind | +9% | 
| Fire | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Darkness | +10% | 
| Fire | +10% | 
| Mind | +15% | 
Defense: Base
| Armour (hardiness) | 39.292304923968 (87.807182003187%) | 
| Defense | 4 | 
| Ranged Defense | 4 | 
| Fatigue | 24 | 
| Physical Save | 21 | 
| Spell Save | 20 | 
| Mental Save | 32 | 
Defense: Resistances
| Acid | + 12%( 70%) | 
| Blight | + 17%( 70%) | 
| Arcane | + 5%( 70%) | 
| Mind | + 6%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 3%( 70%) | 
| Light | + 30%( 70%) | 
| Physical | + 7%( 70%) | 
| Lightning | + 21%( 70%) | 
| Fire | + 9%( 70%) | 
| Nature | + 19%( 70%) | 
Defense: Immunities
| Silence Resistance | 27% | 
| Confusion Resistance | 41% | 
| Fear Resistance | 18% | 
| Stun Resistance | 18% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 18% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use 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 240 life over 5 turns. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. | 
Class Talents
| Cursed / Strife | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Slaughter | 1.30 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cursed / Endless hunt | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Predator | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Gloom | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cursed / Rampage | 1.50 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
Generic Talents
| Cursed / Cursed form | 1.00 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.Zero Gravity | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest.Escort: lone alchemist (level 3 of Old Forest) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest.Escort: lone alchemist (level 4 of Old Forest) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) As a reward you improved Strength by +5. | done | 
| You failed to protect the temporal explorer from death by onilug.Escort: temporal explorer (level 1 of Daikara) | failed | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 Shade. | done | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed bear paw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active | 
Equipment
| On feet |  restorative pair of rough leather boots of tirelessness (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Life regen: +2.00 Stamina each turn: +0.30 Maximum stamina: +11.00 Healing mod.: +11% A pair of boots made of leather. | 
| Light source |  Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(107 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  miner's dwarven-steel helm of constitution (+2) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +2 Con Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands |  hardened leather gloves 'Morningtitan' (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 7 acid Damage when hit (Melee): 6 light Changes stats: +1 Cun / +1 Wil Changes resistances: +6% acid Changes damage: +5% acid / +9% mind Critical mult.: +10.00% Mental save: +3 (+1 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. | 
| Tool |  Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
| On fingers |  warrior's gold ring of arcana (+0.13/turn) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Str Silence immunity: +27% Mana each turn: +0.13 Rings make your fingers look great! | 
| On fingers |  Darkhash Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% nature / +5% arcane Changes resistances penetration: +10% darkness Reduces incoming crit damage: 15.00% Mental save: +8 (+4 eff.) Confusion immunity: +23% Rings make your fingers look great! | 
| Around neck |  Bright's kiss Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 6 cold Changes resistances: +3% lightning / +9% fire / +3% darkness / +7% physical Stamina each turn: +0.40 Amulets make your neck look great! | 
| In main hand |  Rhudurin the Stokequick (32-44 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 31.5 - 44.1 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% Damage (radius 1) on hit: +4 acid Damage (radius 2) on crit: +4 acid When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 8% Damage when hit (Melee): 8 acid Changes damage: +3% acid / +3% fire Sharp, long, and deadly. | 
| Around waist |  cleansing rough leather belt of life Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +6% blight Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. | 
| In off hand |  Seartitan the dwarven-steel shield (0 def, 6 armour, 30-37 power, 77.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 10 fire Changes resistances: +18% lightning Changes resistances penetration: +15% mind / +10% fire Talent granted: +1 Block Critical mult.: +10.00% Psi when hit: +0.08 Mindpower: +15 (+5 eff.) Handheld deflection devices. | 
| Cloak |  resilient linen cloak of Iron Throne (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  cleansing dwarven-steel mail armour of clarity (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Changes resistances: +11% blight / +10% nature / +6% mind Mental save: +12 (+6 eff.) A suit of armour made of mail. | 
Inventory
|  This item will automatically be transmogrified when you leave the level. blink rune (range 3; phase 11; cd 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. 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. | 
|  This item will automatically be transmogrified when you leave the level. rogue's copper ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+4 eff.) Changes stats: +2 Cun Blindness immunity: +23% Infravision radius: +3 See stealth: +7 See invisible: +6 Rings make your fingers look great! | 
|  titan's steel ring of tenacity Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +24% Maximum life: +20.00 Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. acidic steel battleaxe (20-31 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. | 
|  This item will automatically be transmogrified when you leave the level. chilling iron battleaxe (14-22 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 cold Massive two-handed battleaxes. | 
|  Gygasin (40-60 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +19 blight When wielded/worn: Changes stats: +7 Cun / +1 Dex Spell save: +3 (+2 eff.) Spell crit. chance: +2% Massive two-handed mauls. | 
|  This item will automatically be transmogrified when you leave the level. cured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Slings are used to hurl stones or metal shots at your foes. | 
|  This item will automatically be transmogrified when you leave the level. resilient linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) 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. | 
|  This item will automatically be transmogrified when you leave the level. linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. | 
|  iron plate armour (0 def, 7 armour) Requires: - Massive armour training - Strength 22 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% A suit of armour made of metal plates. | 
|  reinforced steel shield of cold resistance (+15%) (0 def, 6 armour, 14-17 power, 60.5 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +60 When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +15% cold Talent granted: +1 Block Handheld deflection devices. | 
|  2 agate 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  3 aquamarine 0.00 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. | 
|  3 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 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. | 
|  2 emerald 0.00 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. | 
|  spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. | 
|  Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 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. | 
|  Prothotipe's Prismatic Eye Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  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 Chest 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) 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. | 
|  amethyst 0.00 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. | 
|  This item will automatically be transmogrified when you leave the level. soothing ash wand of shielding [power 170] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  2 quartz 0.00 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. | 
|  2 ametrine 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 zircon 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
Log
Resting starts...
Carrik is no longer rampaging.
Talent Reckless Charge is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Ran for 13 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Shasshhiy'Kaish casts Blood Lock.
Ran for 15 turns (stop reason: detrimental status effect).
Carrik is blood locked.
Shasshhiy'Kaish casts Meteor Rain.
Carrik begins rampaging!
Shasshhiy'Kaish hits Carrik for 121 physical, 119 fire, 80 physical, 119 fire (438 total damage).
Carrik the level 17 cornac cursed was combusted to death by Shasshhiy'Kaish and used for her perverted desires on level 1 of Daikara.
You feel your rampage slowing down. (-1 duration)
You feel your rampage slowing down. (-1 duration)
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Shasshhiy'Kaish killed Carrik!
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.



































 
			