











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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 | Insane Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Rogue |
| Level / Exp | 20 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Voraba the sandworm at level 18 on the 66th Dusk 122nd year of Ascendancy at 05:37 3 / 2Killed by Voraba the sandworm at level 18 on the 66th Dusk 122nd year of Ascendancy at 06:54 |
Primary Stats
| Strength | 34 (base 11) |
| Dexterity | 50 (base 25) |
| Constitution | 40 (base 38) |
| Magic | 17 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 50 (base 38) |
Resources
| Life | 688/692 |
| Stamina | 194/194 |
| Healing Factor | 1.4722297605397 |
| Regeneration | 13.618125284992 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 37.637072247758 |
| See Invisible | 37.637072247758 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 62 |
| Crit Chance | 21% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 62 |
| Crit Chance | 21% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +5% |
| Physical | +14% |
| Arcane | +3% |
| Fire | +15% |
| Nature | +8% |
Offense: Damage Penetration
| Temporal | +5% |
| Mind | +15% |
| Physical | +16% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (49.007671158813%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 20 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 32%( 70%) |
| All | 0%( 70%) |
| Lightning | + 3%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 15%( 70%) |
| Darkness | + 15%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 21% |
| Confusion Resistance | 25% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Disarm Resistance | 65% |
| Bleed Resistance | 100% |
| Stun Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (4/4)
| 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 193 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 80 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. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 72 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 81 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. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 2/5 |
Effects
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 76 - 107 Accuracy: 78 (knife) APR: 36 Crit Chance: +21% Crit mult: 169% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 30% chance to deflect up to 13 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
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 grave | active |
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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed red crystal shard. * '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.' | 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 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 | Bethyrin the Lighthunger (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +3 Wil Changes resistances: +6% temporal / +6% cold Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -20.00 life Maximum life: +20.00 Light radius: +2 Healing mod.: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
| Light source | Kindlewind the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +9% light Mental save: +6 (+3 eff.) Psi when hit: +0.16 Maximum life: +48.00 Mental crit. chance: +1% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | rough leather cap 'Kindleenvy' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 fire Changes stats: +3 Str Changes damage: +3% fire Mental save: +6 (+3 eff.) Disarm immunity: +20% Life regen: +4.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
| On hands | Gumina (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Armour: +2 Damage (Melee): 7 light / 7 arcane Changes stats: +4 Dex / +4 Mag / +4 Wil / +4 Cun Changes resistances: +8% light / +5% arcane Changes resistances penetration: +15% mind Changes damage: +5% light / +3% arcane Critical mult.: +10.00% Psi when hit: +0.04 Spellpower: +6 (+3 eff.) When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Searing Light (20% chance level 3). Damage (Melee): +9 arcane It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Histir the Cloudsmasher [power 230] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 47% Changes resistances: +6% light / +12% cold / +6% darkness / +5% arcane Changes damage: +3% lightning / +12% fire It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | LoramahellCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% darkness / +5% arcane / +3% light Mental save: +5 (+3 eff.) Disarm immunity: +20% Confusion immunity: +25% Pinning immunity: +21% Stun/Freeze immunity: +23% Knockback immunity: +25% Life regen: +2.00 Maximum life: +20.00 Rings make your fingers look great! |
| Around neck | VoraganorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +3 Mag Changes resistances: +3% lightning Changes damage: +6% physical Physical save: +9 (+4 eff.) Maximum life: +60.00 Amulets make your neck look great! |
| In main hand | Velydhenor the steel dagger (18-24 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 18.5 - 24.1 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 21 Damage (Melee): +4 mind / +8 arcane When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +12 Effects on melee hit: * 10% chance to reduce all saves and defense by 21 Changes resistances penetration: +10% physical Sharp, short and deadly. |
| Around waist | Delugen the DayfoeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Cun / +4 Wil Changes resistances: +3% light / +6% fire Maximum life: +30.00 A belt that goes around your waist. |
| In off hand | Tidewill the steel dagger (12-16 power, 6 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +6% Living When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +7 Defense: +7 (+3 eff.) Changes stats: +2 Str / +2 Con Changes resistances penetration: +5% cold / +6% physical Disarm immunity: +25% Light radius: +3 Sharp, short and deadly. |
| 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 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | drakeskin leather armour 'Veladarin' (29 def, 12 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +29 (+10 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +6 Dex Changes resistances: +10% acid / +14% cold / +9% temporal Changes resistances penetration: +5% temporal Allows you to breathe in: water Maximum life: +41.00 Movement speed: +20% A suit of armour made of leather. |
Inventory
conjurer's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +6 (+3 eff.) Rings make your fingers look great! |
voratun longsword 'Rimespar' (53-74 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 53.0 - 74.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +12 mind When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances penetration: +20% cold Critical mult.: +5.00% Hate when firing a critical mind attack: +3.00 Sharp, long, and deadly. |
cashmere cloak 'Floeblack' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Defense: +2 (+1 eff.) Damage when hit (Melee): 4 cold Changes resistances: +15% darkness Changes resistances penetration: +9% darkness Changes damage: +8% darkness / +3% mind Stealth bonus: +11 Stamina each turn: +3.00 Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adithra the pair of iron boots (15 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +5 Defense: +15 (+5 eff.) Fatigue: +2% Changes stats: +4 Str / +3 Con Stamina each turn: +1.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 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. |
13 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. |
5 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. |
3 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 (Insane (Adventure) difficulty)
Got a character to level 10.By Girera the Skeleton Rogue level 10
9th Flare 122nd year of Ascendancy at 20:32 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Girera the Skeleton Rogue level 20
71st Dusk 122nd year of Ascendancy at 09:59 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Girera the Skeleton Rogue level 12
7th Dusk 122nd year of Ascendancy at 22:53 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Girera the Skeleton Rogue level 9
6th Flare 122nd year of Ascendancy at 01:07 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Girera the Skeleton Rogue level 17
25th Dusk 122nd year of Ascendancy at 00:20 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Girera the Skeleton Rogue level 14
14th Dusk 122nd year of Ascendancy at 03:51 see stats
Log
You gain 0.54 gold from the transmogrification of linen cloak of protection (1 def, 0 armour).
You gain 0.89 gold from the transmogrification of nightruned rough leather belt of the mystic.
You gain 4.25 gold from the transmogrification of earthen yew magestaff of illumination (20-24 power, 4 apr, cold element).
You gain 3.39 gold from the transmogrification of cruel yew vilestaff (20-24 power, 4 apr, acid element).
You gain 0.50 gold from the transmogrification of ash vilestaff (15-18 power, 3 apr, darkness element).
You gain 2.83 gold from the transmogrification of ash starstaff of warding (15-18 power, 3 apr, light element).
You gain 10.00 gold from the transmogrification of Staff of Arcane Supremacy (20-24 power, 4 apr, physical element).
You gain 3.03 gold from the transmogrification of thought-forged dwarven-steel mace of massacre (32-45 power, 4 apr).
You gain 1.48 gold from the transmogrification of chilling steel mace of massacre (18-26 power, 3 apr).
You gain 2.80 gold from the transmogrification of mighty ash longbow.
You gain 3.92 gold from the transmogrification of hateful steel greatsword of daylight (22-35 power, 2 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel greatsword (38-61 power, 2 apr).
You gain 2.50 gold from the transmogrification of arcing steel greatsword of phasing (21-34 power, 12 apr).
You gain 20.00 gold from the transmogrification of Spectral Blade (26-42 power, 25 apr).
You gain 1.20 gold from the transmogrification of arcing steel greatmaul of massacre (38-57 power, 2 apr).
You gain 6.52 gold from the transmogrification of balanced dwarven-steel dagger of evisceration (18-23 power, 7 apr).
You gain 5.51 gold from the transmogrification of balanced dwarven-steel battleaxe of paradox (31-46 power, 2 apr).
You consume the heart and feel the knowledge of this very old creature fill you!
You have 6 stat point(s) to spend. Press p to use them.
You have 3 class talent point(s) to spend. Press p to use them.
You have 1 generic talent point(s) to spend. Press p to use them.
You have no more Heart of the Sandworm Queen.
You are now inscribed with Rune: Shatter Afflictions.
You have no more shatter afflictions rune of the duelist (absorb 74; cd 14).
Girera wears (replacing rough leather armour 'Cyriwyn' (18 def, 2 armour)): drakeskin leather armour 'Veladarin' (29 def, 12 armour).
You gain 4.09 gold from the transmogrification of rough leather armour 'Cyriwyn' (18 def, 2 armour).
You gain 0.03 gold from the transmogrification of 72 alchemist agate.
























































































