












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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/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:
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 Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 19 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Islann the storm drake at level 15 on the 52nd Dusk 122nd year of Ascendancy at 22:08 2 / 3Killed by luminous horror at level 19 on the 1st Haze 122nd year of Ascendancy at 22:45 Killed by bloated horror at level 19 on the 1st Haze 122nd year of Ascendancy at 22:57 |
Primary Stats
| Strength | 52 (base 31) |
| Dexterity | 48 (base 29) |
| Constitution | 40 (base 32) |
| Magic | 15 (base 10) |
| Willpower | 25 (base 14) |
| Cunning | 27 (base 10) |
Resources
| Life | 610/610 |
| Stamina | 192/192 |
| Healing Factor | 1.2222297605397 |
| Regeneration | 7.6527433143667 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 3 |
| See Stealth | 9 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 60 |
| Crit Chance | 10% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6.6666666666667 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +12% |
| Darkness | +12% |
| Cold | +3% |
Defense: Base
| Armour (hardiness) | 52.723073231957 (96.438666929426%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 39 |
| Physical Save | 34 |
| Spell Save | 29 |
| Mental Save | 28 |
Defense: Resistances
| Nature | + 45%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 10%( 70%) |
| Blight | + 30%( 70%) |
| Darkness | + 57%( 70%) |
| Cold | + 23%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 26% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 30% |
| Disarm Resistance | 23% |
| Stun Resistance | 30% |
| Poison Resistance | 36% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 250.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| 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 175 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Warcries | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by white wolf. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by war hound. Escort: lost warrior (level 1 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of elder vampire blood. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | pair of hardened leather boots 'Splendourslicer' (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +2 Str +5 Dex dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- Armour +3 Resists +6% light ---------- misc Infravis +3 See.Invis +3 A pair of boots made of leather. |
| Light source | bright alchemist's lamp of clarity1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +7 (+4 eff.) ---------- misc Light +6 See.Stealth +9 See.Invis +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Winterstreak (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% blight +3% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +12% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Armegamnir the Sparkjeer (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +3 Dex +2 Mag +8 Cun dps ---------- Acc +13 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning 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 | It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +28.00 Disarm- +23% Pinning- +26% Knockbk- +22% Rings make your fingers look great! |
| On fingers | warrior's gold ring of darkness (+24%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +8 Resists +24% darkness Rings make your fingers look great! |
| Around neck | steel amulet 'Rimestone'0.1 T2 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +4 Str +3 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +10% blight +6% temporal +12% nature +3% light HP.reg +1.00 Poison- +26% Disease- +22% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
| In main hand | Dawnwild the dwarven-steel waraxe (28-40 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +12 light While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Crit.chn- 15.00% Poison- +10% ---------- misc Equi/ret +0.04 Light +3 One-handed war axes. |
| Around waist | Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 137, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 24-34 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 24.0 - 33.6 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 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 | enlightening steel plate armour of natural resilience (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Disrupt/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +9 Fatigue +22% Resists +11% nature +11% blight D.Red.from +5% Unnatural Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
Inventory
warrior's steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
savage's gold ring of arcana (+0.19/turn)0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+5 eff.) Silence- +23% ---------- misc Mana/turn +0.19 Max.stam +10.00 Rings make your fingers look great! |
solipsist's copper ring0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
dwarven-steel longsword 'Airrune' (24-33 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 physical While equipped: Stats +4 Str dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +10% physical Acc +6 (+1 eff.) ----- def ----- Resists +5% arcane +3% lightning Spell.save +9 (+4 eff.) ---------- misc Stam/turn +2.00 Sharp, long, and deadly. |
Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+1 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 14.50 to 43.50 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
pair of iron boots of massiveness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +5% physical ----- def ----- Armour +3 Fatigue +2% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
69 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
survivor's alchemist's lamp of clarity1.0 T3 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Heal.mod +12% ---------- misc Light +4 See.Stealth +5 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Tidebrand [power 155] (25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness +6% cold Res.pen +5% cold ----- def ----- Resists +9% acid +3% cold Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 393 Base Damage: 159 Armor: 7 All Resist: 4 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator
Killed 1000 creatures.By Angrim the Cornac Bulwark level 19
1st Haze 122nd year of Ascendancy at 21:05 see stats
Level 10
Got a character to level 10.By Angrim the Cornac Bulwark level 10
1st Summertide 122nd year of Ascendancy at 18:34 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Angrim the Cornac Bulwark level 17
70th Dusk 122nd year of Ascendancy at 06:56 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Angrim the Cornac Bulwark level 19
1st Haze 122nd year of Ascendancy at 09:23 see stats
Log
Talent Rune: Reflection Shield is ready to use.
Talent Shield Wall is ready to use.
Ran for 2 turns (stop reason: interesting character).
There is a The entry to the old tower of Dreadfell 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.
You are sent back to the material plane!
Saving game...
Saving done.
Angrim wears (replacing pair of iron boots of massiveness (0 def, 3 armour)): pair of hardened leather boots 'Splendourslicer' (0 def, 3 armour).
You gain 20.25 gold from the transmogrification of soothing elven-wood wand of clairvoyance [power 12] (15 cooldown).
You gain 10.00 gold from the transmogrification of steel torque of mindblast [power 165] (15 cooldown).
You gain 10.25 gold from the transmogrification of piercing steel torque of mindblast [power 170] (15 cooldown).
You gain 2.79 gold from the transmogrification of high-capacity pouch of dwarven-steel shots of erosion (43/43, 32-38 power, 3 apr).
You gain 5.07 gold from the transmogrification of bright alchemist's lamp of clarity.
You gain 0.50 gold from the transmogrification of steel shield (0 def, 4 armour, 16-19 power, 42.5 block).
You gain 4.78 gold from the transmogrification of marauder's hardened leather armour (12 def, 6 armour).
You gain 0.95 gold from the transmogrification of dwarven-steel waraxe of massacre (28-40 power, 4 apr).
You gain 0.75 gold from the transmogrification of yew starstaff (20-24 power, 4 apr, physical element).
You gain 5.61 gold from the transmogrification of cruel yew magestaff of illumination (20-24 power, 4 apr, arcane element).
You gain 0.50 gold from the transmogrification of ash starstaff (15-18 power, 3 apr, light element).
You gain 2.85 gold from the transmogrification of fungal cured leather sling of dampening.
You gain 3.84 gold from the transmogrification of blooming pulsing mindstar of balance (14-15 power, 32 apr, mind damage).
You gain 6.63 gold from the transmogrification of truestriking steel longsword of evisceration (14-19 power, 3 apr).
You gain 0.50 gold from the transmogrification of steel longsword (16-23 power, 3 apr).
You gain 0.50 gold from the transmogrification of steel battleaxe (24-37 power, 2 apr).
You gain 3.63 gold from the transmogrification of pixie's steel ring of arcana (+0.12/turn).
You gain 0.63 gold from the transmogrification of healing infusion (heal 45; cd 12).
There is an exit to the worldmap here (press '' or right click to use).











































































