










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! 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 | Female |
| Race | Skeleton |
| Class | Cursed |
| Level / Exp | 11 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton archer at level 4 on the 76th Pyre 122nd year of Ascendancy at 20:02 / 54Killed by skeleton master archer at level 4 on the 76th Pyre 122nd year of Ascendancy at 21:07 Killed by skeleton master archer at level 4 on the 76th Pyre 122nd year of Ascendancy at 21:32 Killed by skeleton archer at level 4 on the 76th Pyre 122nd year of Ascendancy at 21:52 Killed by Ivuba the ghast at level 4 on the 6th Flare 122nd year of Ascendancy at 05:49 Killed by Ivuba the ghast at level 4 on the 6th Flare 122nd year of Ascendancy at 06:00 Killed by Ivuba the ghast at level 4 on the 6th Flare 122nd year of Ascendancy at 06:15 Killed by Ivuba the ghast at level 4 on the 6th Flare 122nd year of Ascendancy at 06:29 Killed by Ivuba the ghast at level 4 on the 6th Flare 122nd year of Ascendancy at 07:47 Killed by skeleton mage at level 5 on the 6th Flare 122nd year of Ascendancy at 09:51 Killed by skeleton magus at level 5 on the 6th Flare 122nd year of Ascendancy at 13:10 Killed by skeleton magus at level 5 on the 6th Flare 122nd year of Ascendancy at 16:01 Killed by skeleton magus at level 5 on the 6th Flare 122nd year of Ascendancy at 18:40 Killed by skeleton magus at level 5 on the 7th Flare 122nd year of Ascendancy at 07:21 Killed by skeleton magus at level 5 on the 7th Flare 122nd year of Ascendancy at 18:15 Killed by Xigabeth the skeleton archer at level 5 on the 8th Flare 122nd year of Ascendancy at 01:03 Killed by Betayakira the ghast at level 6 on the 8th Flare 122nd year of Ascendancy at 11:33 Killed by ghast at level 6 on the 8th Flare 122nd year of Ascendancy at 12:20 Killed by degenerated skeleton archer at level 6 on the 8th Flare 122nd year of Ascendancy at 13:44 Killed by Bethuthra the skeleton warrior at level 6 on the 8th Flare 122nd year of Ascendancy at 14:13 Killed by degenerated skeleton archer at level 6 on the 8th Flare 122nd year of Ascendancy at 14:24 Killed by skeleton master archer at level 6 on the 8th Flare 122nd year of Ascendancy at 21:58 Killed by skeleton master archer at level 6 on the 8th Flare 122nd year of Ascendancy at 22:20 Killed by armoured skeleton warrior at level 7 on the 8th Flare 122nd year of Ascendancy at 23:18 Killed by armoured skeleton warrior at level 7 on the 9th Flare 122nd year of Ascendancy at 00:35 Killed by skeleton archer at level 7 on the 9th Flare 122nd year of Ascendancy at 06:08 Killed by degenerated skeleton warrior at level 7 on the 9th Flare 122nd year of Ascendancy at 12:57 Killed by Director Hompalan at level 7 on the 9th Flare 122nd year of Ascendancy at 13:08 Killed by Director Hompalan at level 7 on the 9th Flare 122nd year of Ascendancy at 13:23 Killed by armoured skeleton warrior at level 8 on the 9th Flare 122nd year of Ascendancy at 19:08 Killed by armoured skeleton warrior at level 8 on the 9th Flare 122nd year of Ascendancy at 22:33 Killed by Velilrath the armoured skeleton warrior at level 8 on the 10th Flare 122nd year of Ascendancy at 01:23 Killed by armoured skeleton warrior at level 8 on the 10th Flare 122nd year of Ascendancy at 01:38 Killed by skeleton warrior at level 8 on the 10th Flare 122nd year of Ascendancy at 07:23 Killed by armoured skeleton warrior at level 8 on the 10th Flare 122nd year of Ascendancy at 08:32 Killed by skeleton warrior at level 8 on the 10th Flare 122nd year of Ascendancy at 12:35 Killed by skeleton warrior at level 9 on the 10th Flare 122nd year of Ascendancy at 13:35 Killed by thief at level 9 on the 10th Flare 122nd year of Ascendancy at 15:36 Killed by netherworm mass at level 9 on the 10th Flare 122nd year of Ascendancy at 20:33 Killed by netherworm mass at level 9 on the 10th Flare 122nd year of Ascendancy at 20:40 Killed by netherworm mass at level 9 on the 10th Flare 122nd year of Ascendancy at 20:58 Killed by netherworm mass at level 9 on the 10th Flare 122nd year of Ascendancy at 21:08 Killed by netherworm mass at level 9 on the 10th Flare 122nd year of Ascendancy at 21:18 Killed by Animated flaming steel longsword of amnesia at level 9 on the 10th Flare 122nd year of Ascendancy at 21:27 Killed by Animated elemental steel greatsword of crippling at level 9 on the 1st Dusk 122nd year of Ascendancy at 02:12 Killed by blade horror at level 9 on the 1st Dusk 122nd year of Ascendancy at 04:56 Killed by Poltergeist Bloomsoul at level 9 on the 1st Dusk 122nd year of Ascendancy at 10:35 Killed by Poltergeist Bloomsoul at level 9 on the 1st Dusk 122nd year of Ascendancy at 11:01 Killed by Poltergeist Bloomsoul at level 9 on the 1st Dusk 122nd year of Ascendancy at 11:13 Killed by Xeromira the skeleton warrior at level 10 on the 1st Dusk 122nd year of Ascendancy at 16:05 Killed by degenerated skeleton archer at level 10 on the 1st Dusk 122nd year of Ascendancy at 19:49 Killed by Subject Z at level 10 on the 2nd Dusk 122nd year of Ascendancy at 09:32 Killed by Subject Z at level 10 on the 2nd Dusk 122nd year of Ascendancy at 09:54 Killed by skeleton mage at level 11 on the 2nd Dusk 122nd year of Ascendancy at 15:05 |
Primary Stats
| Strength | 33 (base 26) |
| Dexterity | 17 (base 10) |
| Constitution | 18.340449927278 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 38 (base 36) |
| Cunning | 23.340449927278 (base 10) |
Resources
| Life | 360/360 |
| Hate | 48/100 |
| Healing Factor | 0.81530401655487 |
| Regeneration | 0.20382600413872 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Invisible | 6.3404499272777 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 37 |
| Crit Chance | 12% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 37 |
| Crit Chance | 14% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Light | +6% |
| Physical | +3% |
| Acid | +11% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 2 |
| Physical Save | 21 |
| Spell Save | 15 |
| Mental Save | 34 |
Defense: Resistances
| Cold | + 5%( 70%) |
| Acid | + 21%( 70%) |
| Darkness | + 8%( 76%) |
| Temporal | + 9%( 70%) |
| Blight | + 6%( 70%) |
| Mind | -3%( 70%) |
| Fire | + 10%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 21% |
| Bleed Resistance | 100% |
| Confusion Resistance | 35% |
| Fear Resistance | 100% |
| Knockback Resistance | 20% |
| Poison Resistance | 100% |
| Blind Resistance | 40% |
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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Gloom |
| talent | Stalk |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +6% Max Darkness Resistance, +6 See Invisible Power 2+: -2 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +3% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+38% chance to avoid traps). Power 2+: -3 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+13% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
Equipment
| On feet | pair of iron boots (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire 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. |
| On head | thaloren rough leather cap of ire (Madness) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str / +2 Wil / +1 Con Changes resistances: +6% blight Physical save: +5 (+2 eff.) Mental save: +11 (+5 eff.) Curse of Madness It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | sand dwarven-steel gauntlets (Misfortune) (0 def, 8 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Fatigue: +3% Damage (Melee): 5 physical Changes damage: +3% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
| On fingers | psionicist's copper ring of corrosion (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% acid Changes damage: +11% acid Mental save: +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +22% Knockback immunity: +20% Amulets make your neck look great! |
| In main hand | Glintkin (Misfortune) (15-21 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 light / +16 mind Damage (radius 1) on hit: +4 mind When wielded/worn: Physical crit. chance: +7.0% Physical power: +6 (+2 eff.) Changes damage: +6% light Light radius: +3 Curse of Misfortune Sharp, long, and deadly. |
| Around waist | insulating rough leather belt of carrying (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +6% fire / +5% cold Maximum encumbrance: +21 Curse of Misfortune A belt that goes around your waist. |
| In off hand | acidic steel dagger of massacre (Shrouds) (18-23 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Curse of Shrouds Sharp, short and deadly. |
| Cloak | Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Skin of Many (Shrouds) (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: +0.20 Cunning / Stealth Blindness immunity: +40% Confusion immunity: +40% Maximum life: +40.00 Infravision radius: +3 Curse of Shrouds The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
Poltergeist's Bloomsoul (Shrouds) (8-8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 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: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Armour: +2 Changes resistances: +2% all Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Shrouds It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 26 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Borfast's Cage (Misfortune) (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+5 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+7 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Curse of Misfortune Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Wrathroot's Barkwood (Shrouds) (9 def, 10 armour, 29-40 power, 60 block)Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 29.0 - 40.6 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block Curse of Shrouds The barkwood of Wrathroot, made into roughly the shape of a shield. |
2 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. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
3 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. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Exploration mode)
Got a character to level 10.By Eilinisena the Skeleton Cursed level 10
1st Dusk 122nd year of Ascendancy at 11:24 see stats
Log
You gain 6.11 gold from the transmogrification of void walker's ash magestaff (Nightmares) (15-18 power, 3 apr, fire element).
You gain 3.69 gold from the transmogrification of thought-forged steel mace of phasing (Nightmares) (16-22 power, 11 apr).
You gain 1.20 gold from the transmogrification of acidic steel mace of massacre (Shrouds) (20-28 power, 3 apr).
You gain 0.70 gold from the transmogrification of steel greatsword of massacre (Shrouds) (30-48 power, 2 apr).
You gain 0.70 gold from the transmogrification of steel dagger of massacre (Corpses) (16-21 power, 6 apr).
You gain 2.85 gold from the transmogrification of steel dagger of crippling (Corpses) (11-14 power, 6 apr).
You gain 3.42 gold from the transmogrification of acidic steel dagger of crippling (Misfortune) (11-14 power, 6 apr).
You gain 1.06 gold from the transmogrification of shatter afflictions rune of the duelist (absorb 38; cd 22).
There is a next level here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 30 turns (stop reason: at exit).
There is a next level here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 54 turns (stop reason: at exit).
There is a way to the next level here (press '' or right click to use).
Resting starts...
Rested for 0 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 54 turns (stop reason: at exit).
There is a Very old halfling ruins 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.



































































