











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 | 
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.6.0Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Higher | 
| Class | Wyrmic | 
| Level / Exp | 24 / 28% | 
| Size | medium | 
| Lifes / Deaths | Killed by elven cultist at level 14 on the 8th Dusk 122nd year of Ascendancy at 19:320 / 7 Killed by Horned Horror at level 19 on the 18th Haze 122nd year of Ascendancy at 02:53 Killed by Horned Horror at level 19 on the 18th Haze 122nd year of Ascendancy at 04:24 Killed by snow giant thunderer at level 20 on the 51st Haze 122nd year of Ascendancy at 07:54 Killed by Burb the snow giant champion at level 21 on the 51st Haze 122nd year of Ascendancy at 16:38 Killed by skeleton warrior at level 24 on the 5th Allure 123rd year of Ascendancy at 03:57 Killed by elven corruptor at level 24 on the 8th Regrowth 123rd year of Ascendancy at 23:01 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 59.449581006404 (base 54) | 
| Dexterity | 30 (base 10) | 
| Constitution | 13.149846237093 (base 11) | 
| Magic | 11 (base 10) | 
| Willpower | 74 (base 49) | 
| Cunning | 19 (base 10) | 
Resources
| Life | -196/1014 | 
| Stamina | 329/329 | 
| Equilibrium | 10 | 
| Healing Factor | 1.3757972881371 | 
| Regeneration | 117.1859181718 | 
Speed
| Mental | +8.30930844295% | 
| Attack | +8.30930844295% | 
| Movement | +42.44168646096% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
Offense: Mainhand
| Damage | 80 | 
| Accuracy | 45 | 
| Crit Chance | 16% | 
| APR | 11 | 
| Speed | 0.92 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 5.5 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 39 | 
| Crit Chance | 12% | 
| Speed | 0.92328167761013 | 
Offense: Damage Bonus
| Acid | +12% | 
| Blight | +12% | 
| Physical | +24% | 
| Cold | +12% | 
| All | 0% | 
| Lightning | +18% | 
| Darkness | +12% | 
| Fire | +24% | 
| Nature | +30% | 
Offense: Damage Penetration
| Acid | +12% | 
| Blight | +12% | 
| Physical | +12% | 
| Cold | +12% | 
| All | 0% | 
| Darkness | +32% | 
| Lightning | +12% | 
| Mind | +20% | 
| Fire | +12% | 
| Nature | +12% | 
Defense: Base
| Armour (hardiness) | 62.337979138133 (73.452380952381%) | 
| Defense | 33 | 
| Ranged Defense | 33 | 
| Fatigue | 20 | 
| Physical Save | 37 | 
| Spell Save | 31 | 
| Mental Save | 26 | 
Defense: Resistances
| Acid | + 18%( 70%) | 
| Blight | + 12%( 70%) | 
| Physical | + 12%( 70%) | 
| Cold | + 44%( 70%) | 
| All | + 8%( 70%) | 
| Darkness | + 12%( 70%) | 
| Light | -3%( 70%) | 
| Temporal | + 19%( 70%) | 
| Lightning | + 37%( 70%) | 
| Fire | + 53%( 70%) | 
| Nature | + 30%( 70%) | 
Defense: Immunities
| Stun Resistance | 8% | 
| Pinning Resistance | 23% | 
| Knockback Resistance | 80% | 
| Disarm Resistance | 26% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 28% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 300 life over 5 turns. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. | 
Class Talents
| Technique / Two-handed assault | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Cold drake aspect | 1.30 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Wild-gift / Fire drake aspect | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Storm drake aspect | 1.30 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Sand drake aspect | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Shield offense | 1.30 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Higher draconic abilities | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| Wild-gift / Venom drake aspect | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Wild-gift / Harmony | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Higher | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Antimagic | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Fungus | 1.00 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
Effects
| talent | Icy Skin | 
| detrimental effect | Badly off balance. Global damage is reduced by 15%.Off-balance | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns).Infusion Saturation | 
| detrimental effect | The target is infected by a disease, reducing its strength by 10 and doing 21.29 blight damage per turn.Weakness Disease | 
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents.Silenced | 
| detrimental effect | The target is infected by a disease, reducing its constitution by 12 and doing 25.93 blight damage per turn.Rotting Disease | 
| beneficial effect | A flow of life spins around the target, regenerating 67.20 life per turn.Regeneration | 
| beneficial effect | You gain 14% resistance against lightning.Resolve | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave You 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 | 
| 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 Willpower by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) As a reward you improved Willpower by +5. | done | 
| You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest.Escort: lost sun paladin (level 4 of Old Forest) As a reward you improved Willpower by +5. | 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 Lacerating Strikes (+1 level(s)). | 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 treasure It 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 darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 Fortress With one of the notes there was a small gem that looks like a key. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of faeros ash. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. 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 giant spider spinneret. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed sandworm tooth. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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.' | 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 Dread There 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 arenaThe 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 within 2 lumberjacks have died. | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  pair of dwarven-steel boots 'Oaksweeper' (1 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Damage when hit (Melee): 10 mind Changes stats: +7 Dex Changes resistances: +3% nature Changes resistances penetration: +20% mind Changes damage: +6% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  alchemist's lamp 'Murkzephyr' Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Changes stats: +4 Str / +4 Dex / +5 Wil / +4 Con Changes resistances penetration: +20% darkness Changes damage: +6% lightning Critical mult.: +10.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Halolin the drakeskin leather cap (5 def, 9 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Defense: +5 (+3 eff.) Fatigue: +5% Changes stats: +5 Str / +4 Dex / +5 Cun / +6 Con Changes resistances: +3% lightning / +12% temporal / -23% light / +12% fire / +3% blight / +9% cold / +6% nature / +4% all Physical save: +11 (+4 eff.) A cap made of leather. | 
| On hands |  sand dwarven-steel gauntlets of strength (+2) (0 def, 8 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +8 Fatigue: +3% Damage (Melee): 7 physical Changes stats: +2 Str Changes damage: +4% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool |  cleansing yew totem of healing [power 272]  (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  gold ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +26% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. | 
| On fingers |  Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
| Around neck |  wanderer's steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. | 
| In main hand |  dwarven-steel mace 'Hettamnir' (26.5-37.1 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 11% chance to slow global speed by 52% * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes resistances: +9% acid / +9% lightning / +12% fire / +7% cold / +4% all Spell save: +14 (+7 eff.) Blindness immunity: +20% Only die when reaching: -40.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Blunt and deadly. | 
| Around waist |  Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 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. | 
| In off hand |  Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. | 
| Cloak |  Emelama the Scaldtrencher (16 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +7 Defense: +16 (+8 eff.) Damage when hit (Melee): 10 fire Changes resistances: +13% fire / +10% light / +3% darkness Changes damage: +12% fire Critical mult.: +17.00% Stealth bonus: +19 Physical save: +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Life regen: +1.00 Maximum life: +22.00 Healing mod.: +15% A suit of armour made of mail. | 
Inventory
|  psionicist's steel ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings can have magical properties. | 
|  gold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. | 
|  warbringer's dwarven-steel mace of enduring (26.5-37.1 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +10 Con / +7 Wil Changes resistances penetration: +10% physical Disarm immunity: +13% Maximum life: +25.00 Blunt and deadly. | 
|  Elulle the steel plate armour (5 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +5 (+3 eff.) Fatigue: +22% Changes stats: +3 Wil Changes resistances: +3% darkness / +6% temporal Changes damage: +6% mind Pinning immunity: +20% Life regen: +4.00 Psi when hit: +0.04 Maximum life: +24.00 Healing mod.: +12% A suit of armour made of metal plates. | 
|  impenetrable steel plate armour of fire resistance (0 def, 15 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Fatigue: +22% Changes resistances: +15% fire A suit of armour made of metal plates. | 
|  Rope Belt of the Thaloren Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. | 
|  Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.79 to 104.37 lightning damage (69.58 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. | 
|  9 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  10 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. | 
|  13 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  7 citrine 0.00 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 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  6 opal 0.00 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 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  emerald 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  garnet 0.00 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. | 
|  quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  Crystal Focus Powered 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. | 
|  138 alchemist agate 0.00 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. | 
|  Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
Achievements
 Antimagic! (Nightmare (Adventure) difficulty)
			Completed antimagic training in the Ziguranth camp.
			Antimagic! (Nightmare (Adventure) difficulty)
			Completed antimagic training in the Ziguranth camp.By Servil the Higher Wyrmic level 20
45th Haze 122nd year of Ascendancy at 05:37 see stats
 Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.By Servil the Higher Wyrmic level 16
11st Haze 122nd year of Ascendancy at 06:48 see stats
 Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Servil the Higher Wyrmic level 16
3rd Haze 122nd year of Ascendancy at 07:56 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Servil the Higher Wyrmic level 19
17th Haze 122nd year of Ascendancy at 22:53 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Servil the Higher Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 09:55 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Servil the Higher Wyrmic level 20
29th Haze 122nd year of Ascendancy at 07:01 see stats
 Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Servil the Higher Wyrmic level 15
13rd Dusk 122nd year of Ascendancy at 19:34 see stats
 Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.
			Size matters (Nightmare (Adventure) difficulty)
			Did over 600 damage in one attack.By Servil the Higher Wyrmic level 22
53rd Haze 122nd year of Ascendancy at 12:05 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Servil the Higher Wyrmic level 9
3rd Mirth 122nd year of Ascendancy at 02:09 see stats
 The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Servil the Higher Wyrmic level 18
14th Haze 122nd year of Ascendancy at 12:48 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Servil the Higher Wyrmic level 18
16th Haze 122nd year of Ascendancy at 04:54 see stats
Log
Servil is dazed!
The shield around elven corruptor crumbles.
Elven blood mage casts Blood Grasp.
Elven corruptor casts Blood Grasp.
You are unable to move!
Servil is not dazed anymore.
Servil is no longer attuned.
Servil speeds up.
Servil attunes to the damage.
Elven blood mage's dazing lightning area effect hits Servil for 35 lightning damage.
Weakness Disease from Elven blood mage hits Servil for 21 blight damage.
Rotting Disease from Elven corruptor hits Servil for 25 blight damage.
Servil is dazed!
Servil is not dazed anymore.
Elven blood mage's Blood Grasp hits Servil for 128 blight damage.
Elven blood mage receives 31 healing from Elven blood mage's Blood Grasp.
Elven corruptor's Blood Grasp hits Servil for 141 blight damage.
Elven corruptor receives 29 healing from Elven corruptor's Blood Grasp.
Elven blood mage casts Drain.
Elven blood mage hits Servil for 154 blight damage.
Elven corruptor casts Drain.
Elven corruptor hits Servil for 163 blight damage.
Servil the level 24 higher wyrmic was tainted to death by an elven corruptor on level 1 of Mark of the Spellblaze.
Servil is not silenced anymore.
Servil is free from the weakness disease.
Servil is free from the rotting disease.
Servil stops regenerating health quickly.
Servil is no longer attuned.
Servil deactivates Icy Skin.


























































