Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Shadowblade |
| Level / Exp | 20 / 52% |
| Size | big |
| Lifes / Deaths | Killed by Elayawyn the giant venus flytrap at level 11 on the 30th Dusk 122nd year of Ascendancy at 01:15 0 / 6Killed by Betheda the king cobra at level 11 on the 30th Dusk 122nd year of Ascendancy at 03:11 Killed by Arilekira the black mamba at level 19 on the 49th Haze 122nd year of Ascendancy at 21:12 Killed by Aruna the king cobra at level 19 on the 50th Haze 122nd year of Ascendancy at 01:58 Killed by Aruna the king cobra at level 19 on the 50th Haze 122nd year of Ascendancy at 06:11 Killed by Neritira the multi-hued drake hatchling at level 20 on the 52nd Haze 122nd year of Ascendancy at 12:38 |
Primary Stats
| Strength | 13 (base 13) |
| Dexterity | 32 (base 22) |
| Constitution | 26 (base 18) |
| Magic | 47 (base 34) |
| Willpower | 19 (base 10) |
| Cunning | 39 (base 32) |
Resources
| Life | -184/518 |
| Mana | 183/259 |
| Stamina | 51/180 |
| Healing Factor | 1 |
| Regeneration | 46.87 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 7 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 51 |
| Crit Chance | 29% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 51 |
| Crit Chance | 29% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39.761874046287 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.45 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 29.858 |
| Ranged Defense | 29.858 |
| Fatigue | 1 |
| Physical Save | 30.825 |
| Spell Save | 34.55 |
| Mental Save | 27.65 |
Defense: Resistances
| All | 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 23% |
| Knockback Resistance | 31% |
| Confusion Resistance | 10% |
| Pinning Resistance | 20% |
| Disarm Resistance | 21% |
| Poison Resistance | 5% |
| Blind Resistance | 27% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 231 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 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 260 damage for 3 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.20 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 46.12 life per turn. Regeneration |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2. | 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 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. * 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&WHITESLATE039;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.&WHITESLATE039;Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.&WHITESLATE039;Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.&WHITELIGHT_GREEN039;ve found the needed black mamba head. The Brotherhood of Alchemists* &039;ve lost a number of adventurers to this one, but I&039;ll be fine.&WHITESLATE039;Needed: one vial of greater demon bile. Don&039; Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed warg claw. * &039; Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed wretchling eyeball. * &039;ve the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.& | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots &039; (0 def, 3 armour) pair of iron boots &039; (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: -3% Maximum encumbrance: +43 Physical save: +6 (+3 eff.) Life regen: +0.20 Only die when reaching: -20.00 life Maximum life: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Jetstake the brass lantern Jetstake the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes damage: +9% darkness Maximum life: +41.00 Light radius: +2 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 | elven-silk wizard hat &039; (3 def, 4 armour) elven-silk wizard hat &039; (3 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 acid Changes stats: +6 Mag / +5 Wil / +4 Con Changes resistances: +22% darkness / +3% acid Changes resistances penetration: +10% light Changes damage: +15% darkness / +9% acid Spellpower: +4 (+1 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 73.87 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | rough leather gloves &039; (0 def, 5 armour) rough leather gloves &039; (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +3% fire Changes resistances penetration: +20% fire Mental save: +7 (+4 eff.) Maximum life: +44.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe &039; (dig speed 32 turns) dwarven-steel pickaxe &039; (dig speed 32 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag / +1 Cun Changes resistances: +12% nature Changes damage: +7% nature Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Isugamina the steel ring Isugamina the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +2 Cun / +3 Dex Blindness immunity: +22% Poison immunity: +5% Silence immunity: +23% Mana each turn: +0.12 Infravision radius: +3 See stealth: +7 See invisible: +7 Rings can have magical properties. |
| On fingers | Tarrigrim TarrigrimCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane / 4 mind Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +26% Mana each turn: +0.08 Maximum life: +24.00 Rings can have magical properties. |
| Around neck | wanderer& wanderer&Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +3 Cun / +4 Con Life regen: +0.30 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
| In main hand | arcing dwarven-steel dagger of massacre (27-35.1 power, 7 apr) arcing dwarven-steel dagger of massacre (27-35.1 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Sharp, short and deadly. |
| Around waist | Belynaribers the rough leather belt Belynaribers the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Reduces incoming crit damage: 10.00% Spell save: +6 (+3 eff.) Disease immunity: +10% Knockback immunity: +5% Size category: +1 A belt that goes around your waist. |
| In off hand | Gelaith the Morbussage (24-31.2 power, 7 apr) Gelaith the Morbussage (24-31.2 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.0 - 31.2 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature / 12 fire Changes damage: +9% fire Sharp, short and deadly. |
| Cloak | cashmere cloak &039; (2 def, 0 armour) cashmere cloak &039; (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Mag Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Physical save: +7 (+4 eff.) Mental save: +8 (+4 eff.) Only die when reaching: -50.00 life See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Berurach (3 def, 6 armour) Berurach (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 8 acid Changes resistances: +7% physical Physical save: +15 (+8 eff.) Spell save: +20 (+8 eff.) Blindness immunity: +5% Confusion immunity: +10% Only die when reaching: -60.00 life A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. hateful steel battleaxe (20.5-30.75 power, 2 apr)hateful steel battleaxe (20.5-30.75 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +9% Living Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. ash starstaff (15-18 power, 3 apr, physical element)ash starstaff (15-18 power, 3 apr, physical element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. acidic steel waraxe of massacre (16-22.4 power, 3 apr)acidic steel waraxe of massacre (16-22.4 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +8 acid One-handed war axes. |
This item will automatically be transmogrified when you leave the level. linen cloak (1 def, 0 armour)linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: 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. |
This item will automatically be transmogrified when you leave the level. linen cloak (1 def, 0 armour)linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: 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. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots &039; (4 def, 4 armour)pair of dwarven-steel boots &039; (4 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 4 lightning Changes resistances: +12% lightning Changes resistances penetration: +5% lightning Changes damage: +3% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of uncanny dodging (5 def, 3 armour)pair of hardened leather boots of uncanny dodging (5 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots (0 def, 1 armour)pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. restful iron gauntlets of magic (+3) (0 def, 1 armour)restful iron gauntlets of magic (+3) (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Life regen: +1.10 Stamina each turn: +0.70 Maximum stamina: +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Hat of Arcane Understanding (2 def, 0 armour)Hat of Arcane Understanding (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard& |
This item will automatically be transmogrified when you leave the level. Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
This item will automatically be transmogrified when you leave the level. Nature&Nature& Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+8 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of acid resistance (2 def, 4 armour)spiked cured leather armour of acid resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical Changes resistances: +18% acid A suit of armour made of leather. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
emerald 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, costing 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Varaleni the Shalore Shadowblade level 17
11st Haze 122nd year of Ascendancy at 05:12 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Varaleni the Shalore Shadowblade level 10
8th Dusk 122nd year of Ascendancy at 21:36 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Varaleni the Shalore Shadowblade level 20
51st Haze 122nd year of Ascendancy at 08:06 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Varaleni the Shalore Shadowblade level 17
3rd Haze 122nd year of Ascendancy at 09:21 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Varaleni the Shalore Shadowblade level 11
30th Dusk 122nd year of Ascendancy at 01:14 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Varaleni the Shalore Shadowblade level 11
26th Dusk 122nd year of Ascendancy at 16:33 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Varaleni the Shalore Shadowblade level 8
3rd Dusk 122nd year of Ascendancy at 10:59 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Varaleni the Shalore Shadowblade level 16
57th Dusk 122nd year of Ascendancy at 10:54 see stats
Log
Talent Dirty Fighting is ready to use.
Varaleni uses Infusion: Regeneration.
Varaleni starts regenerating health quickly.
Varaleni speeds up.
Varaleni picks up (b.): ash starstaff (15-18 power, 3 apr, physical element).
You pickup 0.75 gold pieces.
You pickup 0.90 gold pieces.
You pickup 0.70 gold pieces.
You pickup 0.95 gold pieces.
Varaleni picks up (l.): Nature&LASTLAST0080FF039;s Blessing
You can read all your collected lore in the game menu, by pressing Escape.
Resting starts...
Varaleni regains some of its will.
Talent Phase Door is ready to use.
Rested for 2 turns (stop reason: hostile spotted to the west (Neritira the multi-hued drake hatchling)).
Varaleni casts Shadowstep.
Varaleni casts Shadowstep.
Varaleni performs a melee critical strike against Neritira the multi-hued drake hatchling!
Neritira the multi-hued drake hatchling slows down.
Neritira the multi-hued drake hatchling is not dazed!
Neritira the multi-hued drake hatchling hits Varaleni for 22 cold, 5 fire, 22 cold, 5 fire (53 total damage).
Varaleni hits Neritira the multi-hued drake hatchling for 265 darkness, 6 lightning, (slow 30%), , 84 darkness, (slow 30%), (355 total damage).
Varaleni hits Something for 40 lightning damage.
Neritira the multi-hued drake hatchling uses Ice Claw.
Saving game...
