












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 | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 18 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by brecklorn at level 5 on the 19th Voratun 122nd year of Ascendancy at 02:32 / 21Killed by Bill the Stone Troll at level 11 on the 5th Profit 122nd year of Ascendancy at 13:50 Killed by Bill the Stone Troll at level 11 on the 5th Profit 122nd year of Ascendancy at 14:14 Killed by Bill the Stone Troll at level 11 on the 5th Profit 122nd year of Ascendancy at 14:29 Killed by gwelgoroth at level 14 on the 9th Wealth 122nd year of Ascendancy at 12:02 Killed by ultimate gwelgoroth at level 14 on the 9th Wealth 122nd year of Ascendancy at 16:07 Killed by thief at level 14 on the 27th Dearth 122nd year of Ascendancy at 01:55 Killed by Mayelle the cutpurse at level 15 on the 29th Dearth 122nd year of Ascendancy at 05:28 Killed by Mayelle the cutpurse at level 15 on the 29th Dearth 122nd year of Ascendancy at 06:01 Killed by enthralled slave at level 17 on the 4th Shortage 122nd year of Ascendancy at 05:43 Killed by Blood Master at level 17 on the 4th Shortage 122nd year of Ascendancy at 23:08 Killed by skeleton master archer at level 18 on the 15th Shortage 122nd year of Ascendancy at 11:01 Killed by skeleton warrior at level 18 on the 15th Shortage 122nd year of Ascendancy at 11:34 Killed by skeleton magus at level 18 on the 15th Shortage 122nd year of Ascendancy at 12:29 Killed by Adowen the skeleton warrior at level 18 on the 16th Shortage 122nd year of Ascendancy at 02:30 Killed by Xanyna the skeleton archer at level 18 on the 16th Shortage 122nd year of Ascendancy at 05:29 Killed by Xanyna the skeleton archer at level 18 on the 16th Shortage 122nd year of Ascendancy at 05:44 Killed by skeleton warrior at level 18 on the 16th Shortage 122nd year of Ascendancy at 05:57 Killed by skeleton warrior at level 18 on the 16th Shortage 122nd year of Ascendancy at 06:21 Killed by Yvinor the sandworm at level 18 on the 12nd Iron 123rd year of Ascendancy at 11:23 Killed by Yvinor the sandworm at level 18 on the 12nd Iron 123rd year of Ascendancy at 12:24 |
Primary Stats
| Strength | 43 (base 39) |
| Dexterity | 16 (base 12) |
| Constitution | 45 (base 42) |
| Magic | 10 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | 739/739 |
| Stamina | 128/128 |
| Healing Factor | 1.3511689881047 |
| Regeneration | 7.1089011019346 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 28.815289237657 |
| See Invisible | 28.815289237657 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 31 |
| Crit Chance | 26% |
| APR | 5 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +21% |
| Temporal | +4% |
| Blight | +8% |
| Arcane | +3% |
| Physical | +11% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 56.361804688718 (81.151787968034%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 38 |
| Physical Save | 29 |
| Spell Save | 32 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| Mind | + 10%( 70%) |
| All | + 7%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 41%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 53% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 53% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| 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 81 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Daunting Presence |
| talent | Shield Wall |
| talent | Precise Strikes |
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 |
You failed to protect the injured seer from death by degenerated skeleton warrior. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the lost defiler from death by multi-hued drake hatchling. Escort: lost defiler (level 2 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * '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.' * You've found the needed vial of wight ectoplasm. * You've found the needed bloated horror heart. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within13 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Broderain (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Wil Changes resistances: +6% fire / +6% cold Reduces incoming crit damage: 10.00% Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Blizzardstreaker (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +6 Dex Changes resistances: +3% mind / +6% cold Changes resistances penetration: +5% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Betith (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Changes resistances: +3% acid / +6% temporal Changes damage: +3% arcane / +4% temporal Critical mult.: +5.00% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 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 | focusing ash totem of thorny skin [power 25] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 16 light Damage (Ranged): 12 light Changes stats: +2 Mag Changes damage: +11% light Rings make your fingers look great! |
| On fingers | Lavasin the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Changes resistances: +6% light / +11% physical Changes damage: +11% physical Critical mult.: +10.00% Maximum stamina: +20.00 Rings make your fingers look great! |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Around waist | noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% blight Damage against: +18% Summoned Reduced damage from: +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Erelyhek the dwarven-steel shield (0 def, 6 armour, 36-43 power, 75 block)Requires: - Shield usage training - Strength 24 Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 35.5 - 42.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +75 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+4 eff.) Armour: +6 Fatigue: +8% Effects on melee hit: * 7% chance to reduce all saves and defense by 23 Effects when hit in melee: * 15% chance to reduce all saves and defense by 23 Changes stats: +1 Wil Changes resistances: +17% acid / +3% temporal Changes resistances penetration: +10% temporal Talent granted: +1 Block Mindpower: +20 (+8 eff.) Handheld deflection devices. |
| Cloak | Cracklequill the cashmere cloak (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +6% acid / +24% cold / +6% temporal Changes damage: +3% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron plate armour 'Balancetickler' (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +3% acid / +6% nature / +5% arcane / +3% light Maximum life: +20.00 A suit of armour made of metal plates. |
Inventory
shielding rune of the sneak (absorb 98; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 98 damage for 4 turns. Its effects scale with your Cunning 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 spell talent. |
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. |
Emelunor the cashmere cloak (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +2 Mag / +3 Wil Changes damage: +6% arcane Physical save: +8 (+4 eff.) Mental save: +15 (+10 eff.) Only die when reaching: -50.00 life Maximum life: +35.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shiverwing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances: +8% fire / +26% cold Changes damage: +9% cold A cap made of leather. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+8 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
reinforced iron shield of lightning resistance (+17%) (0 def, 4 armour, 10-12 power, 41.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +42 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +17% lightning Talent granted: +1 Block Handheld deflection devices. |
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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 241/400. 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. |
elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By Talph the Dwarf Bulwark level 12
13rd Profit 122nd year of Ascendancy at 15:55 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Talph the Dwarf Bulwark level 10
1st Profit 122nd year of Ascendancy at 03:57 see stats
Squadmate (Exploration mode)
Escaped from Reknor alive with your squadmate Norgan.By Talph the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 04:59 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Talph the Dwarf Bulwark level 18
15th Shortage 122nd year of Ascendancy at 12:28 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Talph the Dwarf Bulwark level 17
4th Shortage 122nd year of Ascendancy at 23:36 see stats
Thralless (Exploration mode)
Freed at least 30 enthralled slaves in the slavers' compound.By Talph the Dwarf Bulwark level 17
4th Shortage 122nd year of Ascendancy at 10:47 see stats
Log
You are yanked out of this place!
Rested for 37 turns (stop reason: dialog is displayed).
Talph wears (replacing Coral Spray (8 def, 8 armour, 18-25 power, 48 block)): Erelyhek the dwarven-steel shield (0 def, 6 armour, 36-43 power, 75 block).
You gain 15.54 gold from the transmogrification of Issychak the Charfury.
You gain 1.95 gold from the transmogrification of deadly quiver of ash arrows of grasping (21/21, 27-38 power, 7 apr).
You gain 1.51 gold from the transmogrification of hardened leather armour of lightning resistance (9 def, 6 armour).
You gain 4.47 gold from the transmogrification of duelist's cured leather armour of lightning resistance (9 def, 6 armour).
You gain 1.90 gold from the transmogrification of iron helm of knowledge (0 def, 3 armour).
You gain 0.75 gold from the transmogrification of insulating pair of dwarven-steel boots (0 def, 4 armour).
You gain 0.12 gold from the transmogrification of cashmere robe (0 def, 0 armour).
You gain 3.49 gold from the transmogrification of steel waraxe of shearing (12-18 power, 3 apr).
You gain 0.70 gold from the transmogrification of steel waraxe of massacre (18-26 power, 3 apr).
You gain 3.91 gold from the transmogrification of potent ash starstaff of illumination (19-23 power, 3 apr, darkness element).
You gain 3.32 gold from the transmogrification of mighty hardened leather sling of lightning.
You gain 0.75 gold from the transmogrification of thorny mindstar (7-8 power, 24 apr, mind damage).
You gain 1.60 gold from the transmogrification of steel greatmaul of erosion (30-46 power, 2 apr).
You gain 0.70 gold from the transmogrification of steel dagger of massacre (18-23 power, 6 apr).
You gain 2.18 gold from the transmogrification of hateful steel dagger of massacre (18-24 power, 6 apr).
You gain 2.91 gold from the transmogrification of chilling steel dagger of daylight (13-17 power, 6 apr).
You gain 3.69 gold from the transmogrification of balanced steel dagger of erosion (10-14 power, 6 apr).
You gain 3.82 gold from the transmogrification of balanced steel dagger of erosion (10-14 power, 6 apr).
You gain 1.08 gold from the transmogrification of shatter afflictions rune of the titan (absorb 72; cd 15).
You gain 1.52 gold from the transmogrification of movement infusion (speed 442%; cd 16).
There is a A mysterious hole in the beach 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.





































































