









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Brawler |
| Level / Exp | 26 / 3% |
| Size | small |
| Lifes / Deaths | Killed by Xeruthra the fire drake at level 21 on the 4th Regrowth 123rd year of Ascendancy at 23:07 5 / 2Killed by Voranne the forest troll at level 26 on the 56th Pyre 123rd year of Ascendancy at 17:18 |
| Antimagic | Follower |
Primary Stats
| Strength | 46 (base 30) |
| Dexterity | 73 (base 55) |
| Constitution | 34 (base 14) |
| Magic | 10 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 50 (base 28) |
Resources
| Life | -121/894 |
| Stamina | 180/206 |
| Equilibrium | 6 |
| Healing Factor | 1.185336564623 |
| Regeneration | 10.964363222763 |
Speed
| Mental | -30% |
| Attack | -30% |
| Movement | +20% |
| Spell | -30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
| See Stealth | 33.595095619122 |
| See Invisible | 39.595095619122 |
Offense: Barehand
| Damage | 84 |
| Accuracy | 61 |
| Crit Chance | 28% |
| APR | 11 |
| Speed | 1.43 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 14% |
| Speed | 1.4285714285714 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 16% |
| Speed | 1.4285714285714 |
Offense: Damage Bonus
| Lightning | -45% |
| Light | -32% |
| Temporal | -47% |
| Blight | -38% |
| Physical | -60% |
| All | -50% |
Offense: Damage Penetration
| Physical | +25% |
| Darkness | +5% |
| Fire | +5% |
| Arcane | +15% |
Defense: Base
| Armour (hardiness) | 23 (35.65183292883%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 8 |
| Mental Save | 24 |
Defense: Resistances
| Acid | -13%( 70%) |
| Lightning | -9%( 70%) |
| Nature | -13%( 70%) |
| Cold | -17%( 70%) |
| Physical | -13%( 70%) |
| Fire | + 2%( 70%) |
| All | -17%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 692% 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Tactical | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Finishing moves | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Unarmed training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Striking Stance |
| talent | Trained Reactions |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
| beneficial effect | The target's defense is increased by 17. Defensive Maneuver |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | All damage decreased by 10%. Dazzled |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 48.22 fire damage, and talent cooldowns are increased by 50% plus 1 turn. Burning Hex |
| beneficial effect | You gain 16% resistance against fire. Resolve |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| detrimental effect | The target is confused, acting randomly (chance 42%) and unable to perform complex actions. Confused |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target has been weakened, reducing all damage inflicted by 50%. Weakened |
| detrimental effect | Soul absorbed upon death. Soul Leech |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Dreadfell. Escort: lost tinker (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by Vorudamina the fire drake. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Cunning by +5. | 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 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 |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 88. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | pair of dwarven-steel boots 'Xeronn' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+3 eff.) Armour: +4 Fatigue: -2% Maximum encumbrance: +28 Physical save: +7 (+4 eff.) Maximum stamina: +30.00 Light radius: +3 Infravision radius: +3 See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Xanath the Shadowbreacher (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 18% Damage (Melee): 5 lightning Changes resistances: +7% lightning / +3% acid Changes resistances penetration: +5% darkness Changes damage: +5% lightning Life regen: +9.00 Stamina each turn: +1.80 Maximum stamina: +33.00 When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Nightmare (20% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). Damage (radius 2) on crit: +6 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Pyrevengeance (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str / +3 Con Changes resistances penetration: +5% fire Reduces incoming crit damage: 15.00% Disease immunity: +10% Maximum life: +60.00 A cap made of leather. |
| Tool | extending ash totem of healing [power 194] (9/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | BrightpanicCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Damage when hit (Melee): 2 light Changes stats: +6 Cun / +7 Dex Changes damage: +18% light / +12% blight Rings make your fingers look great! |
| On fingers | copper ring 'Lisidabeth'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Critical mult.: +15.00% Mental save: +6 (+3 eff.) Confusion immunity: +23% Mindpower: +15 (+7 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
| Around neck | Islassra the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 2 blight Changes stats: +3 Cun Changes damage: +3% temporal Physical save: +6 (+3 eff.) Mana when firing critical spell: +2.00 Only die when reaching: -80.00 life Amulets make your neck look great! |
| Main armor | cured leather armour 'Halakaltholar' (23 def, 12 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +12 Defense: +23 (+6 eff.) Fatigue: +7% Changes stats: +4 Str / +3 Dex Changes resistances penetration: +20% physical Critical mult.: +20.00% Movement speed: +20% A suit of armour made of leather. |
| Light source | alchemist's lamp 'Porassra'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+4 eff.) Armour: +2 Defense: +20 (+5 eff.) Changes resistances penetration: +15% arcane Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Yvyta the linen cloak (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Defense: +1 (+1 eff.) Changes stats: +3 Str Changes resistances: +2% physical Changes resistances penetration: +5% physical Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | FulorakInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% nature / +1% physical Physical save: +6 (+3 eff.) Only die when reaching: -20.00 life Maximum life: +80.00 Mindpower: +3 (+2 eff.) Infravision radius: +3 A belt that goes around your waist. |
Inventory
noble's hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Cun / +6 Wil Damage against: +23% Summoned Reduced damage from: +23% Summoned A belt that goes around your waist. |
focusing cashmere robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Wil / +4 Mag Changes resistances: +11% all Mana each turn: +0.15 Psi each turn: +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Oozebile the pair of iron boots (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Damage when hit (Melee): 6 nature Changes resistances: +6% acid / +6% fire / +14% cold / +6% lightning Critical mult.: +5.00% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hathegrim the hardened leather cap (30 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +30 (+8 eff.) Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +3 Str Changes resistances: +11% cold Allows you to breathe in: water Physical save: +12 (+6 eff.) A cap made of leather. |
psion's cashmere wizard hat of knowledge (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +7% mind Changes damage: +7% mind Physical save: +5 (+3 eff.) Mental save: +8 (+4 eff.) Maximum psi: +10.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
steel mail armour of the deep (2 def, 9 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% acid / +7% cold Allows you to breathe in: water A suit of armour made of mail. |
duelist's cured leather armour of Toknor (9 def, 6 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Armour: +6 Defense: +9 (+3 eff.) Fatigue: +7% Changes stats: +3 Cun / +5 Dex Critical mult.: +13.00% A suit of armour made of leather. |
3 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. |
73 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. |
2 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +3 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 (2/2)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 172 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. |
2 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. |
5 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. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By lion the Halfling Brawler level 23
1st Pyre 123rd year of Ascendancy at 21:36 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By lion the Halfling Brawler level 15
73rd Haze 122nd year of Ascendancy at 03:44 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By lion the Halfling Brawler level 20
4th Regrowth 123rd year of Ascendancy at 04:38 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By lion the Halfling Brawler level 21
58th Regrowth 123rd year of Ascendancy at 19:02 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By lion the Halfling Brawler level 23
20th Pyre 123rd year of Ascendancy at 06:16 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By lion the Halfling Brawler level 10
9th Haze 122nd year of Ascendancy at 03:43 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By lion the Halfling Brawler level 20
1st Regrowth 123rd year of Ascendancy at 14:35 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By lion the Halfling Brawler level 21
59th Regrowth 123rd year of Ascendancy at 01:26 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By lion the Halfling Brawler level 26
56th Pyre 123rd year of Ascendancy at 17:18 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By lion the Halfling Brawler level 13
58th Haze 122nd year of Ascendancy at 08:28 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By lion the Halfling Brawler level 10
16th Haze 122nd year of Ascendancy at 08:41 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By lion the Halfling Brawler level 21
44th Regrowth 123rd year of Ascendancy at 23:39 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By lion the Halfling Brawler level 18
1st Allure 123rd year of Ascendancy at 11:48 see stats
Log
Lion is moving defensively!
Dread hits lion for (13 flat reduction), 5 fire (5 total damage).
Skeleton warrior is free from the illness.
Skeleton warrior regains their energy.
Skeleton warrior misses lion.
Skeleton warrior has been set up!
Voranne the forest troll strafes with his steamguns!
Nightmare from Lion hits Master vampire for 6 darkness damage.
Voranne the forest troll's Strafe misses lion.
Voranne the forest troll's Strafe performs a ranged critical strike against lion!
Lion is crippled.
Voranne the forest troll's Strafe hits lion for (13 flat reduction), 84 physical, (6 flat reduction), 0 acid, (4 flat reduction), 0 nature, (7 flat reduction), 0 fire (84 total damage).
Aletta Soultorn's light area effect hits lion for (13 flat reduction), 11 light (11 total damage).
Salynor the orc soldier hits lion for (3 flat reduction), 0 physical (0 total damage).
Melee retaliation hits Salynor the orc soldier for 1 blight, 1 light (2 total damage).
Talent Dig is ready to use.
Lion throws a finishing uppercut.
Skeleton warrior is weakened by the darkness!
Skeleton warrior is stunned!
Something misses lion.
lion hits Skeleton warrior for 101 physical, 3 lightning (104 total damage).
Something hits lion for (13 flat reduction), 5 fire (5 total damage).
Skeleton warrior regains their concentration.
Skeleton warrior misses lion.
Personal New Achievement: That was close (Nightmare (Adventure) difficulty)!
lion throws Skeleton warrior to the ground!
Master vampire is free from the nightmare.
Voranne the forest troll strafes with his steamguns!
lion hits Skeleton warrior for 58 physical damage.

































































































