










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Doctornull's Tweak Pack 1.5.10A collection of tweaks for existing ToME content. 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! New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Skeleton |
| Class | Reaver |
| Level / Exp | 25 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by Aerayabeth the Guard at level 16 on the 29th Dusk 122nd year of Ascendancy at 23:51 / 32Killed by Glorumira the Guard at level 16 on the 30th Dusk 122nd year of Ascendancy at 08:48 Killed by minotaur at level 16 on the 30th Dusk 122nd year of Ascendancy at 13:10 Killed by Bandit Leader Betodatta at level 16 on the 30th Dusk 122nd year of Ascendancy at 14:45 Killed by zombie bunny at level 17 on the 72nd Dusk 122nd year of Ascendancy at 15:12 Killed by zombie bunny at level 18 on the 73rd Dusk 122nd year of Ascendancy at 06:43 Killed by zombie bunny at level 18 on the 73rd Dusk 122nd year of Ascendancy at 07:36 Killed by zombie bunny at level 18 on the 73rd Dusk 122nd year of Ascendancy at 08:21 Killed by zombie bunny at level 18 on the 73rd Dusk 122nd year of Ascendancy at 09:42 Killed by zombie bunny at level 19 on the 73rd Dusk 122nd year of Ascendancy at 11:41 Killed by Mad Archdruid at level 19 on the 73rd Dusk 122nd year of Ascendancy at 11:56 Killed by zombie bunny at level 19 on the 73rd Dusk 122nd year of Ascendancy at 12:26 Killed by zombie bunny at level 19 on the 73rd Dusk 122nd year of Ascendancy at 13:15 Killed by zombie bunny at level 19 on the 73rd Dusk 122nd year of Ascendancy at 13:54 Killed by Weirdling Beast at level 22 on the 21st Haze 122nd year of Ascendancy at 08:20 Killed by Gloreba's Inner Demon at level 22 on the 31st Haze 122nd year of Ascendancy at 15:14 Killed by Gloreba's Inner Demon at level 22 on the 31st Haze 122nd year of Ascendancy at 15:58 Killed by Subject Z at level 22 on the 31st Haze 122nd year of Ascendancy at 17:26 Killed by carrion worm mass at level 22 on the 31st Haze 122nd year of Ascendancy at 18:43 Killed by Glorith the skeleton warrior at level 22 on the 31st Haze 122nd year of Ascendancy at 19:44 Killed by Subject Z at level 22 on the 31st Haze 122nd year of Ascendancy at 20:34 Killed by storm drake at level 24 on the 50th Haze 122nd year of Ascendancy at 05:11 Killed by Urkis, the High Tempest at level 24 on the 50th Haze 122nd year of Ascendancy at 20:57 Killed by Urkis, the High Tempest at level 24 on the 50th Haze 122nd year of Ascendancy at 21:26 Killed by Urkis, the High Tempest at level 24 on the 50th Haze 122nd year of Ascendancy at 22:13 Killed by Celia at level 24 on the 1st Wintertide 123rd year of Ascendancy at 05:51 Killed by skeleton mage at level 24 on the 1st Wintertide 123rd year of Ascendancy at 06:54 Killed by elven blood mage at level 25 on the 3rd Allure 123rd year of Ascendancy at 16:15 Killed by elven tempest at level 25 on the 3rd Allure 123rd year of Ascendancy at 16:58 Killed by elven blood mage at level 25 on the 3rd Allure 123rd year of Ascendancy at 17:46 Killed by Grand Corruptor at level 25 on the 3rd Allure 123rd year of Ascendancy at 18:42 Killed by Grand Corruptor at level 25 on the 3rd Allure 123rd year of Ascendancy at 20:35 |
Primary Stats
| Strength | 87 (base 51) |
| Dexterity | 37 (base 11) |
| Constitution | 21 (base 10) |
| Magic | 75 (base 55) |
| Willpower | 28 (base 10) |
| Cunning | 23 (base 10) |
Resources
| Life | 704/704 |
| Mana | 214/214 |
| Vim | 84/84 |
| Healing Factor | 1.094804467222 |
| Regeneration | 0.27370111680551 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 7 |
| See Invisible | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 40 |
| Crit Chance | 14% |
| APR | 22 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 93 |
| Accuracy | 40 |
| Crit Chance | 15% |
| APR | 20 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +31% |
| Temporal | +9% |
| Blight | +12% |
| Physical | +17% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Blight | +18% |
| Lightning | +43% |
| Acid | +23% |
| All | +8% |
Defense: Base
| Armour (hardiness) | 39.317011280365 (72.903125182002%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 7 |
| Physical Save | 38 |
| Spell Save | 34 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
| Lightning | 0%( 70%) |
| Light | + 7%( 70%) |
| Temporal | + 15%( 70%) |
| Darkness | + 25%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 23% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 21% |
| Silence Resistance | 25% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 475 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to heal yourself for 268 life, and cure one cut or wound effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 95 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Reaving combat | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Ruin |
| talent | Infestation |
| talent | Premonition |
| talent | Overkill |
| talent | Bone Shield |
| 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. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | 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 Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by black mamba. Escort: temporal explorer (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 80. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed pouch of faeros ash. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * '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.' * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' 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 vial of squid ink. * You've found the needed xorn fragment. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 vial of wight ectoplasm. * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Mag / +3 Wil Silence immunity: +25% Confusion immunity: +23% Stun/Freeze immunity: +20% It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | NimbusireInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +10% lightning Changes damage: +9% lightning Maximum life: +52.00 Light radius: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | dwarven-steel gauntlets 'Zeratoleg' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +4 Mag Changes resistances: +7% light / +15% temporal / +7% darkness / +5% arcane Changes damage: +9% temporal Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 59.38 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| 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 | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-6 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
| On fingers | pixie's steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Mag Blindness immunity: +21% Spellpower: +6 (+2 eff.) Infravision radius: +4 See stealth: +7 See invisible: +5 Rings make your fingers look great! |
| Around neck | AeromivenaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 24 * 20% chance to reduce armor by 34% Changes resistances penetration: +10% blight / +15% acid Changes damage: +12% blight / +7% physical Combat speed: +10% Amulets make your neck look great! |
| In main hand | Adota (12-16 power, 6 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 24 On weapon crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Armour penetration: +1 Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Defense: +10 (+5 eff.) Changes stats: +1 Str Changes resistances: +3% mind Critical mult.: +20.00% One-handed war axes. |
| Around waist | Mighty GirdleCrafted 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 | Gadur the Boltpanic (29-41 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 29.5 - 41.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +8 Changes stats: +5 Str / +5 Dex / +6 Mag / +8 Wil / +3 Cun / +6 Con Changes resistances penetration: +25% lightning / +8% all Changes damage: +12% lightning One-handed war axes. |
| 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 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | radiant voratun mail armour of implacability (5 def, 15 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +15 Defense: +5 (+3 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +15% blight / +18% darkness Physical save: +7 (+3 eff.) Light radius: +1 A suit of armour made of mail. |
Inventory
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
phase door rune of the titan (range 6; power 19; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. 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. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
reconstruction rune of the duelist (heal 139; cure a cut or wound)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to heal yourself for 139 life, and cure one cut or wound effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 275; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 275 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel longsword 'Soottreason' (25-35 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 25.0 - 35.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Armour penetration: +2 Armour: +4 Changes resistances: +6% darkness / +15% temporal Sharp, long, and deadly. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Duredradur the Unlightguile (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 15% Damage when hit (Melee): 4 mind Changes resistances: +12% mind / +9% lightning Changes damage: +3% darkness / +6% mind Critical mult.: +19.00% Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindkin the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Lck / +4 Dex Changes resistances: +9% light Changes resistances penetration: +20% darkness Changes damage: +3% physical Critical mult.: +5.00% Stealth bonus: +7 Cut immunity: +20% Stamina each turn: +3.00 A pair of boots made of leather. |
Firebane the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 2 fire Changes stats: +6 Str / +1 Dex Changes resistances: +3% fire Changes resistances penetration: +15% fire Changes damage: +6% cold See invisible: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 559.0 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
3 hematite 3 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
Blazeknight (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind / 6 lightning Changes stats: +1 Str Changes resistances: +11% nature / +9% mind Changes damage: +3% lightning / +3% fire / +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+8 eff.) Changes damage: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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.(81 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 136.99 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 261/400. 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. |
2 small geode 2 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Gloreba the Skeleton Reaver level 22
21st Haze 122nd year of Ascendancy at 14:13 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Gloreba the Skeleton Reaver level 9
2nd Summertide 122nd year of Ascendancy at 10:32 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Gloreba the Skeleton Reaver level 19
73rd Dusk 122nd year of Ascendancy at 14:44 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Gloreba the Skeleton Reaver level 25
3rd Allure 123rd year of Ascendancy at 20:34 see stats
Got eggs? (Exploration mode)
Finish the Pikataclysm event.By Gloreba the Skeleton Reaver level 19
73rd Dusk 122nd year of Ascendancy at 13:07 see stats
Home sweet home (Exploration mode)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gloreba the Skeleton Reaver level 22
21st Haze 122nd year of Ascendancy at 12:21 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Gloreba the Skeleton Reaver level 10
6th Flare 122nd year of Ascendancy at 16:42 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Gloreba the Skeleton Reaver level 20
12nd Haze 122nd year of Ascendancy at 05:59 see stats
Rescuer of the lost (Exploration mode)
Rescued the merchant from the assassin lord.By Gloreba the Skeleton Reaver level 20
12nd Haze 122nd year of Ascendancy at 08:22 see stats
Tales of the Spellblaze (Exploration mode)
Learned the eight chapters of the Spellblaze Chronicles.By Gloreba the Skeleton Reaver level 22
21st Haze 122nd year of Ascendancy at 14:13 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Gloreba the Skeleton Reaver level 18
73rd Dusk 122nd year of Ascendancy at 07:35 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By Gloreba the Skeleton Reaver level 9
4th Flare 122nd year of Ascendancy at 14:18 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By Gloreba the Skeleton Reaver level 22
21st Haze 122nd year of Ascendancy at 14:13 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By Gloreba the Skeleton Reaver level 21
18th Haze 122nd year of Ascendancy at 11:43 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Gloreba the Skeleton Reaver level 12
6th Dusk 122nd year of Ascendancy at 22:58 see stats
The sky is falling! (Exploration mode)
Saw a huge meteor falling from the sky.By Gloreba the Skeleton Reaver level 20
17th Haze 122nd year of Ascendancy at 02:50 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Gloreba the Skeleton Reaver level 17
30th Dusk 122nd year of Ascendancy at 23:33 see stats
Log
Rested for 3 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 36 turns (stop reason: all resources and life at maximum).
You are yanked out of this place!
Ran for 2 turns (stop reason: dialog is displayed).
You gain 9.46 gold from the transmogrification of verdant cashmere robe of life (0 def, 0 armour).
You gain 5.57 gold from the transmogrification of timebroken cashmere robe of fire (+11%) (0 def, 0 armour).
You gain 12.50 gold from the transmogrification of Robe of Force (12 def, 8 armour).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is a Mark of the Spellblaze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 4th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:11.
Saving done.
Today is the 5th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 6th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:53.
There is a Zigur (Town) here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).









































































