









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 21 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by Gloritira the grannor'vin at level 10 on the 7th Flare 122nd year of Ascendancy at 18:31 / 14Killed by shadow at level 10 on the 7th Flare 122nd year of Ascendancy at 20:37 Killed by shadow at level 10 on the 7th Flare 122nd year of Ascendancy at 21:46 Killed by Polydhemikira the armoured skeleton warrior at level 10 on the 8th Flare 122nd year of Ascendancy at 05:58 Killed by ultimate gwelgoroth at level 14 on the 22nd Dusk 122nd year of Ascendancy at 19:37 Killed by snow giant boulder thrower at level 14 on the 35th Dusk 122nd year of Ascendancy at 22:04 Killed by cold drake at level 14 on the 36th Dusk 122nd year of Ascendancy at 01:07 Killed by snow giant boulder thrower at level 15 on the 36th Dusk 122nd year of Ascendancy at 19:26 Killed by snow giant boulder thrower at level 15 on the 36th Dusk 122nd year of Ascendancy at 20:36 Killed by snow giant thunderer at level 16 on the 38th Dusk 122nd year of Ascendancy at 05:40 Killed by Blood Master at level 17 on the 5th Haze 122nd year of Ascendancy at 01:57 Killed by abyssal horror at level 19 on the 19th Haze 122nd year of Ascendancy at 16:51 Killed by Vorowyn the brown bear at level 20 on the 22nd Haze 122nd year of Ascendancy at 13:26 Killed by Zubugata the cave bear at level 20 on the 23rd Haze 122nd year of Ascendancy at 16:48 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 24 (base 24) |
| Magic | 63 (base 50) |
| Willpower | 45 (base 27) |
| Cunning | 19 (base 11) |
Resources
| Life | 392/392 |
| Mana | 200/200 |
| Healing Factor | 1.3682474226804 |
| Regeneration | 8.1410721649486 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.205122053262% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 8 |
| Crit Chance | 20% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Arcane | +6% |
| Mind | +9% |
| Darkness | +5% |
| Lightning | +47% |
| Light | +5% |
| Temporal | +5% |
| Physical | +5% |
| Cold | +6% |
| Fire | +28% |
| Nature | +24% |
Offense: Damage Penetration
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 17 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 42 |
| Mental Save | 36 |
Defense: Resistances
| Lightning | + 34%( 70%) |
| Darkness | + 23%( 70%) |
| Blight | + 11%( 70%) |
| Arcane | + 19%( 70%) |
| Fire | + 24%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 128 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 183 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 30 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 718% for 10 turns and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 326 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Hurricane |
| talent | Feather Wind |
| talent | Shielding |
| talent | Arcane Power |
| talent | Arcane Shield |
| talent | Burning Wake |
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +1. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +2. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 32. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. * 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. 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 mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed warg claw. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+3 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
| Light source | Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% fire / +6% cold / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 29.36 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
| On head | linen wizard hat 'Neryba' (4 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +10 (+5 eff.) Armour: +2 Defense: +4 (+3 eff.) Ranged Defense: +3 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +3 Wil Physical save: +6 (+3 eff.) Healing mod.: +5% A pointy cloth hat, very wizardly... This object's appearance was changed to ???. |
| Tool | Gorostir the Voidwind (dig speed 11 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 12 mind / 8 darkness Changes stats: +3 Str Changes resistances: +20% darkness Changes resistances penetration: +20% darkness Changes damage: +9% mind / +10% fire Mental save: +10 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring 'Aerowyn'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning / +3% darkness Changes damage: +11% lightning Disease immunity: +20% Life regen: +0.20 Maximum life: +10.00 Rings can have magical properties. |
| On fingers | rogue's steel ring of fire (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+5 eff.) Changes stats: +4 Cun Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
| Around waist | VenombrightInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Damage when hit (Melee): 4 physical Changes damage: +9% nature Physical save: +12 (+6 eff.) Life regen: +0.80 Healing mod.: +10% A belt that goes around your waist. |
| In main hand | Faluntir the Balanceenvy (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +8 fire / +28 nature When wielded/worn: Physical crit. chance: +10.0% Damage when hit (Melee): 8 nature Changes damage: +30% lightning / +15% nature Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Kedan (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Fatigue: -4% Changes stats: +2 Dex / +5 Wil / +2 Cun Life regen: +2.80 Stamina each turn: +0.60 Psi each turn: +0.21 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | focusing woollen robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +11% blight Life regen: +1.90 Mana each turn: +0.10 Psi each turn: +0.12 Maximum life: +49.00 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Urorak the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +12% lightning Spell save: +30 (+10 eff.) Stun/Freeze immunity: +15% Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Armintir'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil / +2 Mag Changes damage: +5% darkness / +5% temporal / +5% light / +5% physical Critical mult.: +10.00% Mental save: +6 (+3 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Mental crit. chance: +3% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.hateful steel greatsword of phasing (27-43.2 power, 12 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +14% Damage (Melee): +9 darkness Damage against: +16% Living Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.ash starstaff 'Ce'Nuldanne' (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+5 eff.) Physical crit. chance: +6.0% Physical power: +7 (+4 eff.) Defense: +9 (+6 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +1 Con Changes damage: +15% temporal Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +6 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+4 eff.) Mana each turn: +0.12 Maximum mana: +41.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.insidious steel waraxe of massacre (20.5-28.7 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +13 insidious poison One-handed war axes. |
This item will automatically be transmogrified when you leave the level.focusing woollen robe of frost (+16%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances: +16% cold Changes damage: +11% cold Mana each turn: +0.13 Psi each turn: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.cured leather armour of stability (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Changes resistances: +6% physical Physical save: +12 (+6 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.radiant iron plate armour of lightning resistance (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 4 light Changes stats: +2 Wil Changes resistances: +11% blight / +10% darkness / +17% lightning Light radius: +1 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.insidious quiver of ash arrows of erosion (14/14, 18.5-25.9 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 18.5 - 25.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 14 Damage (Ranged): +21 insidious poison / +9 temporal / +12 nature Arrows are used with bows to pierce your foes to death. |
4 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. |
67 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. |
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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+4 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+4 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) 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: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.00 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (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, costing 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), 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. |
8 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. |
3 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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By Queelin the Cornac Archmage level 21
24th Haze 122nd year of Ascendancy at 02:11 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By Queelin the Cornac Archmage level 15
37th Dusk 122nd year of Ascendancy at 19:37 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Queelin the Cornac Archmage level 20
23rd Haze 122nd year of Ascendancy at 04:33 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Queelin the Cornac Archmage level 20
20th Haze 122nd year of Ascendancy at 00:02 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Queelin the Cornac Archmage level 10
7th Flare 122nd year of Ascendancy at 05:37 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Queelin the Cornac Archmage level 20
19th Haze 122nd year of Ascendancy at 21:25 see stats
Orbituary (Exploration mode)
Stabilized the Abashed Expanse to maintain it in orbit.By Queelin the Cornac Archmage level 2
74th Pyre 122nd year of Ascendancy at 17:18 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Queelin the Cornac Archmage level 14
19th Dusk 122nd year of Ascendancy at 20:42 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Queelin the Cornac Archmage level 19
19th Haze 122nd year of Ascendancy at 12:14 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Queelin the Cornac Archmage level 5
76th Pyre 122nd year of Ascendancy at 15:37 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Queelin the Cornac Archmage level 17
5th Haze 122nd year of Ascendancy at 03:03 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Queelin the Cornac Archmage level 18
18th Haze 122nd year of Ascendancy at 14:46 see stats
Log
Hurricane from Queelin hits Adiwyn the blade horror for 68 lightning damage.
Hurricane from Queelin killed Adiwyn the blade horror!
Resting starts...
Talent Lightning is ready to use.
The shield around Queelin crumbles.
Queelin stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Rested for 28 turns (stop reason: all resources and life at maximum).
Queelin picks up (a.): ash starstaff 'Ce'Nuldanne' (15-18 power, 3 apr, temporal element).
Queelin picks up (b.): focusing woollen robe of frost (+16%) (0 def, 0 armour).
Queelin picks up (b.): insidious steel waraxe of massacre (20.5-28.7 power, 3 apr).
Queelin picks up (d.): radiant iron plate armour of lightning resistance (3 def, 7 armour).
Queelin picks up (e.): insidious quiver of ash arrows of erosion (14/14, 18.5-25.9 power, 7 apr).
Queelin picks up (d.): cured leather armour of stability (2 def, 4 armour).
Queelin picks up (a.): hateful steel greatsword of phasing (27-43.2 power, 12 apr).
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Your rod of recall glows brightly for a moment.
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Queelin deactivates Shielding.
Queelin deactivates Arcane Shield.
Queelin deactivates Burning Wake.
Queelin deactivates Feather Wind.
Queelin deactivates Hurricane.
Queelin deactivates Arcane Power.














































































