








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 1.4.4Official 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 Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Brawler |
| Level / Exp | 28 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 11 on the 68th Dusk 122nd year of Ascendancy at 07:25 0 / 7Killed by skeleton master archer at level 24 on the 45th Regrowth 123rd year of Ascendancy at 21:32 Killed by The Master at level 24 on the 46th Regrowth 123rd year of Ascendancy at 07:43 Killed by skeleton archer at level 24 on the 46th Regrowth 123rd year of Ascendancy at 09:08 Killed by elven blood mage at level 26 on the 51st Regrowth 123rd year of Ascendancy at 04:01 Killed by Dooeyon the human at level 28 on the 14th Pyre 123rd year of Ascendancy at 22:37 Killed by elven corruptor at level 28 on the 17th Pyre 123rd year of Ascendancy at 20:13 |
Primary Stats
| Strength | 60 (base 13) |
| Dexterity | 42.410617100886 (base 53) |
| Constitution | 57 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 65 (base 60) |
Resources
| Life | -89/999 |
| Stamina | 106/198 |
| Healing Factor | 1.4305726872247 |
| Regeneration | 4.8528945033836 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Barehand
| Damage | 100 |
| Accuracy | 48 |
| Crit Chance | 27% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +15% |
| Physical | +15% |
| Acid | +10% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Mind | +25% |
| Physical | +15% |
| Fire | +25% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 55.596689338462 (59.10447761194%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 26 |
| Physical Save | 38 |
| Spell Save | 23 |
| Mental Save | 48 |
Defense: Resistances
| Darkness | + 4%( 70%) |
| Acid | + 27%( 80%) |
| Physical | -8%( 75%) |
| Fire | + 20%( 70%) |
| All | -20%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Disarm Resistance | 22% |
| Bleed Resistance | 100% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 63% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 378 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Pugilism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Striking Stance |
| detrimental effect | The target is on fire, taking 33.04 fire damage per turn. Burning |
| beneficial effect | Countering melee attacks: Has a 52% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 22 and doing 54.73 blight damage per turn. Decrepitude Disease |
| beneficial effect | The target is recovering 47 life each turn. Recovery |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Blocking up to 0 total damage. Blocking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lone alchemist from death by Fascination. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by Ce'Nomisetta the skeleton master archer. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by multi-hued drake hatchling. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by forest wight. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
You failed to protect the repented thief from death by poison ooze. Escort: repented thief (level 4 of Dreadfell) | 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 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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 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: 111. | 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. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. 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 vial of squid ink. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | miner's pair of iron boots of evasion (11 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Defense: +11 (+5 eff.) Fatigue: +2% Infravision radius: +2 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 30% Dex, 60% Str, 30% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This item has been sent to the Item's Vault. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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. |
| On fingers | BelabaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Damage when hit (Melee): 16 mind Changes stats: +6 Str / +5 Wil Grants telepathy: Dragon Maximum hate: +4.00 Mental crit. chance: +2% Rings can have magical properties. |
| On fingers | sneakthief's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +4 Cun / +5 Dex Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +26.00 Rings can have magical properties. |
| Around neck | gold amulet 'Singestake'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% fire Changes resistances penetration: +25% mind / +25% fire Cut immunity: +60% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 218 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| Main armor | searing dwarven-steel mail armour of command (12 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +12 (+5 eff.) Fatigue: +16% Damage (Melee): 13 acid / 8 fire Damage when hit (Melee): 10 acid / 10 fire Changes stats: +3 Cun Changes resistances: +19% acid / +18% fire Mental save: +14 (+4 eff.) A suit of armour made of mail. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Light radius: +10 Absorbs all darkness (power 84, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 227.70 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
Rune of the Rift (218.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 218.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
rogue's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
solipsist's gold ring of fire (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances: +24% fire Changes damage: +12% fire Mindpower: +5 (+2 eff.) Rings can have magical properties. |
steel ring of light (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% light Changes damage: +12% light Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.Earadustir the Brightblack (20-24 power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 fire When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +21% acid Changes damage: +38% acid / +9% fire Talent granted: +1 Command Staff Physical save: +8 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+2 eff.) Spellpower: +9 (+7 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +1 Con Maximum life: +41.00 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.radiant dwarven-steel mail armour of command (10 def, 12 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +10 (+4 eff.) Fatigue: +16% Damage when hit (Melee): 6 light Changes stats: +2 Cun / +2 Wil Changes resistances: +17% blight / +14% darkness Mental save: +10 (+3 eff.) Light radius: +1 A suit of armour made of mail. |
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. |
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. |
miner's iron pickaxe (dig speed 29 turns)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. |
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. |
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
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Fascination the Ghoul Brawler level 26
49th Regrowth 123rd year of Ascendancy at 09:20 see stats
Against all odds
Killed Ukruk in the ambush.By Fascination the Ghoul Brawler level 25
47th Regrowth 123rd year of Ascendancy at 11:25 see stats
Bringer of Doom
Killed a Bringer of Doom.By Fascination the Ghoul Brawler level 15
23rd Haze 122nd year of Ascendancy at 10:52 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Fascination the Ghoul Brawler level 13
5th Haze 122nd year of Ascendancy at 19:46 see stats
Exterminator
Killed 1000 creatures.By Fascination the Ghoul Brawler level 16
25th Haze 122nd year of Ascendancy at 12:33 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Fascination the Ghoul Brawler level 21
10th Decay 122nd year of Ascendancy at 07:37 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fascination the Ghoul Brawler level 17
27th Haze 122nd year of Ascendancy at 11:05 see stats
Level 10
Got a character to level 10.By Fascination the Ghoul Brawler level 10
48th Dusk 122nd year of Ascendancy at 22:14 see stats
Level 20
Got a character to level 20.By Fascination the Ghoul Brawler level 20
77th Haze 122nd year of Ascendancy at 22:24 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Fascination the Ghoul Brawler level 13
72nd Dusk 122nd year of Ascendancy at 17:55 see stats
Size matters
Did over 600 damage in one attack.By Fascination the Ghoul Brawler level 23
41st Regrowth 123rd year of Ascendancy at 14:48 see stats
The Arena
Unlocked Arena mode.By Fascination the Ghoul Brawler level 5
24th Dusk 122nd year of Ascendancy at 20:06 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Fascination the Ghoul Brawler level 27
2nd Pyre 123rd year of Ascendancy at 16:49 see stats
The secret city
Discovered the truth about mages.By Fascination the Ghoul Brawler level 11
65th Dusk 122nd year of Ascendancy at 08:31 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Fascination the Ghoul Brawler level 23
44th Regrowth 123rd year of Ascendancy at 12:44 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Fascination the Ghoul Brawler level 13
7th Haze 122nd year of Ascendancy at 20:37 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Fascination the Ghoul Brawler level 24
46th Regrowth 123rd year of Ascendancy at 10:38 see stats
Log
Elven corruptor is not dazed anymore.
Bleeding from Fascination hits Grand Corruptor for (8 absorbed), 0 physical (0 total damage).
Fascination hits Elven corruptor for 520 physical damage.
Grand Corruptor casts Virulent Disease.
Grand Corruptor's spell attains critical power!
Fascination is afflicted by a decrepitude disease!
Grand Corruptor misses Fascination.
Fascination throws Grand Corruptor to the ground!
Grand Corruptor is dazed!
Fascination killed Elven corruptor!
Fascination hits Grand Corruptor for (112 absorbed), 0 physical, (9 absorbed), 0 acid, (7 absorbed), 0 fire, (12 absorbed), 0 acid (0 total damage).
Elven corruptor casts Drain.
Fascination speeds up.
Fascination is free from the rotting disease.
Talent Open Palm Block is ready to use.
Elven corruptor's Drain hits Fascination for (25 resist armour), 176 blight (176 total damage).
Burning from Elven corruptor hits Fascination for (23 resist armour), 0 fire (0 total damage).
Decrepitude Disease from Grand Corruptor hits Fascination for (25 resist armour), 13 blight (13 total damage).
Fascination receives 59 healing.
Fascination prepares to block incoming attacks.
Fascination slows down.
Grand Corruptor is not dazed anymore.
Bleeding from Fascination hits Grand Corruptor for (8 absorbed), 0 physical (0 total damage).
Grand Corruptor activates his totem!
Grand Corruptor's skin looks a bit thorny.
Elven corruptor casts Blood Spray.
Elven corruptor's spell attains critical power!
Elven corruptor is surging arcane power.
Saving game...







































































