










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/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! ZOmnibus Addon Pack 1.7.4Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Normal Exploration |
| Sex | Male |
| Race | Ghoul |
| Class | Sun Paladin (Fallen) |
| Level / Exp | 25 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 1 on the 74th Pyre 122nd year of Ascendancy at 13:51 / 33Killed by skeleton warrior at level 4 on the 77th Pyre 122nd year of Ascendancy at 23:53 Killed by skeleton warrior at level 4 on the 78th Pyre 122nd year of Ascendancy at 00:36 Killed by skeleton warrior at level 4 on the 78th Pyre 122nd year of Ascendancy at 01:15 Killed by ghoulking at level 4 on the 78th Pyre 122nd year of Ascendancy at 04:54 Killed by ghoulking at level 4 on the 78th Pyre 122nd year of Ascendancy at 05:42 Killed by ghoulking at level 4 on the 78th Pyre 122nd year of Ascendancy at 06:21 Killed by skeleton magus at level 5 on the 78th Pyre 122nd year of Ascendancy at 08:00 Killed by onilug at level 11 on the 7th Dusk 122nd year of Ascendancy at 02:01 Killed by storm drake hatchling at level 15 on the 48th Haze 122nd year of Ascendancy at 23:43 Killed by storm drake hatchling at level 15 on the 49th Haze 122nd year of Ascendancy at 01:52 Killed by worm that walks at level 16 on the 52nd Haze 122nd year of Ascendancy at 00:16 Killed by worm that walks at level 16 on the 52nd Haze 122nd year of Ascendancy at 01:07 Killed by worm that walks at level 16 on the 52nd Haze 122nd year of Ascendancy at 02:00 Killed by worm that walks at level 16 on the 52nd Haze 122nd year of Ascendancy at 02:53 Killed by worm that walks at level 16 on the 52nd Haze 122nd year of Ascendancy at 05:40 Killed by worm that walks at level 16 on the 52nd Haze 122nd year of Ascendancy at 06:28 Killed by worm that walks at level 16 on the 52nd Haze 122nd year of Ascendancy at 13:21 Killed by worm that walks at level 16 on the 52nd Haze 122nd year of Ascendancy at 15:59 Killed by worm that walks at level 16 on the 52nd Haze 122nd year of Ascendancy at 16:50 Killed by Salyba the vampire at level 20 on the 6th Decay 122nd year of Ascendancy at 15:49 Killed by Neronn the skeleton warrior at level 22 on the 40th Regrowth 123rd year of Ascendancy at 19:28 Killed by elven cultist at level 23 on the 67th Pyre 123rd year of Ascendancy at 17:49 Killed by Grand Corruptor at level 23 on the 67th Pyre 123rd year of Ascendancy at 22:31 Killed by Grand Corruptor at level 23 on the 67th Pyre 123rd year of Ascendancy at 23:46 Killed by Grand Corruptor at level 23 on the 68th Pyre 123rd year of Ascendancy at 01:57 Killed by Grand Corruptor at level 23 on the 68th Pyre 123rd year of Ascendancy at 02:09 Killed by Grand Corruptor at level 23 on the 68th Pyre 123rd year of Ascendancy at 03:03 Killed by Grand Corruptor at level 23 on the 68th Pyre 123rd year of Ascendancy at 03:51 Killed by Grand Corruptor at level 23 on the 68th Pyre 123rd year of Ascendancy at 05:14 Killed by Weirdling Beast at level 23 on the 1st Mirth 123rd year of Ascendancy at 02:02 Killed by Celia at level 24 on the 8th Flare 123rd year of Ascendancy at 05:36 Killed by Celia at level 24 on the 8th Flare 123rd year of Ascendancy at 07:02 |
Primary Stats
| Strength | 49 (base 15) |
| Dexterity | 13 (base 10) |
| Constitution | 69 (base 19) |
| Magic | 59 (base 50) |
| Willpower | 54 (base 43) |
| Cunning | 17 (base 10) |
Resources
| Life | 929/929 |
| Positive | 92/92 |
| Hate | 71/100 |
| Healing Factor | 1.4727219866911 |
| Regeneration | 11.413595396856 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 34 |
| Crit Chance | 7% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Acid | +6% |
| Light | +42% |
| Cold | +15% |
| Mind | +16% |
| Arcane | +6% |
| Fire | +42% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Lightning | +4% |
Defense: Base
| Armour (hardiness) | 91.5 (100%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 25 |
| Physical Save | 57 |
| Spell Save | 52 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 47%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 25%( 70%) |
| Lightning | + 19%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| 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: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 3 physical, 4 mind, 3 temporal |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Celestial / Darkside | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Crimson Templar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Bloodstained | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Hatred | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.46 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Celestial / Dirges | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Chant of Fortress |
| talent | Dirge of Pestilence |
| talent | Weapon of Light |
| talent | Gloom |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution 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 ice dragon that dwelled there. | 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed honey tree root. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed snow giant kidney. * You've found the needed skeleton mage skull. | 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! | 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 within2 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 | wanderer's pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Str / +3 Cun / +4 Con Physical save: +13 (+4 eff.) Mental save: +11 (+5 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(111 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Quasit's Skull (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | heroic hardened leather gloves of spellstriking (0 def, 5 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +5 Damage (Melee): 6 arcane Changes stats: +5 Mag / +4 Wil Changes resistances: +5% arcane Changes damage: +6% arcane Mental save: +7 (+3 eff.) Maximum life: +43.00 Spellpower: +7 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | gladiator's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Damage (Melee): 13 light Damage (Ranged): 14 light Changes stats: +4 Str / +2 Mag / +4 Con Changes damage: +11% light Rings make your fingers look great! |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 17.43 cold and 15.15 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | Abyssprophet the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% acid / +15% fire Changes resistances penetration: +10% cold Changes damage: +6% acid / +21% fire Talent mastery: +0.16 Celestial / Light Amulets make your neck look great! |
| In main hand | mitotic vined mindstar of storms (6-6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 6% chance to slow global speed by 63% * 7% chance to reduce armor by 35% When wielded/worn: Damage (Melee): 6 lightning Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances: +6% lightning Changes resistances penetration: +4% lightning Changes damage: +4% lightning Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Xydamira the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% lightning / +8% temporal Spell save: +3 (+1 eff.) Only die when reaching: -80.00 life A belt that goes around your waist. |
| In off hand | Aleharakath the steel shield (0 def, 23 armour, 78.5 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +23 Fatigue: +8% Changes stats: +3 Str Changes resistances: +18% fire Changes damage: +6% mind Talent granted: +1 Block Stamina each turn: +2.00 Handheld deflection devices. |
| 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 (+2 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Pitchbender of the Blightspawn (3 def, 20 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +20 Defense: +3 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 20% chance to reduce strength, dexterity, and constitution by 25 * 29% chance to reduce damage dealt by 28% Changes stats: +3 Wil Changes resistances: +16% blight / +17% cold / +17% darkness Spell save: +6 (+2 eff.) Blindness immunity: +20% Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of mail. |
Inventory
iron mail armour 'Shockstalker' (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +1 Con Changes resistances: +6% mind Changes resistances penetration: +10% lightning Reduces incoming crit damage: 10.00% Mental save: +11 (+5 eff.) Light radius: +3 A suit of armour made of mail. |
Brenugrim the Cloudbright (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 lightning Changes stats: +3 Wil Changes damage: +6% mind Mental save: +6 (+3 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
10 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. |
14 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 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. |
10 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. |
16 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. |
12 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. |
9 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. |
14 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
77 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+1 eff.) Light radius: +3 Healing mod.: +10% 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. |
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. |
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. |
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 333/400. 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
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Test of Might the Ghoul Sun Paladin level 15
32nd Haze 122nd year of Ascendancy at 08:37 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun.By Test of Might the Ghoul Sun Paladin level 19
6th Decay 122nd year of Ascendancy at 02:26 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Test of Might the Ghoul Sun Paladin level 16
53rd Haze 122nd year of Ascendancy at 11:16 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Test of Might the Ghoul Sun Paladin level 10
7th Flare 122nd year of Ascendancy at 04:29 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Test of Might the Ghoul Sun Paladin level 20
6th Decay 122nd year of Ascendancy at 15:22 see stats
Shasshhiy'Kaish (Exploration mode)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Test of Might the Ghoul Sun Paladin level 20
7th Decay 122nd year of Ascendancy at 11:12 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Test of Might the Ghoul Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 01:48 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Test of Might the Ghoul Sun Paladin level 5
5th Mirth 122nd year of Ascendancy at 17:36 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Test of Might the Ghoul Sun Paladin level 19
5th Decay 122nd year of Ascendancy at 02:40 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Test of Might the Ghoul Sun Paladin level 21
19th Regrowth 123rd year of Ascendancy at 19:21 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Test of Might the Ghoul Sun Paladin level 21
19th Regrowth 123rd year of Ascendancy at 02:10 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Test of Might the Ghoul Sun Paladin level 17
61st Haze 122nd year of Ascendancy at 01:24 see stats
Log
Test of Might picks up (c.): flaming dwarven-steel longsword of erosion (24-33 power, 4 apr).
The shield around Test of Might crumbles.
Talent Brutalize is ready to use.
Test of Might picks up (A.): dwarven-steel pickaxe of quickening (dig speed 23 turns).
Test of Might picks up (g.): cleansing hardened leather armour of cold resistance (9 def, 6 armour).
Test of Might picks up (d.): warbringer's dwarven-steel dagger of projection (17-22 power, 7 apr).
Test of Might picks up (d.): steel dagger of evisceration (11-14 power, 6 apr).
Talent Rune: Prismatic is ready to use.
Resting starts...
Talent Dig is ready to use.
Rested for 7 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 12 turns (stop reason: at exit).
You gain 2.20 gold from the transmogrification of dwarven-steel pickaxe of quickening (dig speed 23 turns).
You gain 5.68 gold from the transmogrification of radiant dwarven-steel mail armour of Eyal (3 def, 8 armour).
You gain 4.48 gold from the transmogrification of enlightening dwarven-steel mail armour of temporal resistance (3 def, 8 armour).
You gain 1.87 gold from the transmogrification of cleansing hardened leather armour of cold resistance (9 def, 6 armour).
You gain 3.89 gold from the transmogrification of stralite shield of the stars (0 def, 8 armour, 136.5 block).
You gain 1.40 gold from the transmogrification of acidic dwarven-steel shield (0 def, 6 armour, 85.5 block).
You gain 3.99 gold from the transmogrification of projecting thorny mindstar of balance (8-9 power, 24 apr, mind damage).
You gain 4.92 gold from the transmogrification of warbringer's dwarven-steel dagger of projection (17-22 power, 7 apr).
You gain 3.36 gold from the transmogrification of steel dagger of evisceration (11-14 power, 6 apr).
You gain 2.30 gold from the transmogrification of flaming dwarven-steel longsword of erosion (24-33 power, 4 apr).
You gain 2.24 gold from the transmogrification of steel longsword of vileness (18-25 power, 3 apr).
You gain 6.18 gold from the transmogrification of truestriking steel battleaxe of shearing (20-29 power, 2 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.



























































































