Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Items Vault 1.2.0Donators/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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Cornac |
Class | Doombringer |
Level / Exp | 14 / 68% |
Size | medium |
Lifes / Deaths | Killed by war hound at level 4 on the 79th Pyre 122nd year of Ascendancy at 01:21 / 13Killed by ritch flamespitter at level 4 on the 79th Pyre 122nd year of Ascendancy at 01:56 Killed by Belimitta the sick giant brown rat at level 4 on the 79th Pyre 122nd year of Ascendancy at 02:38 Killed by Belimitta the sick giant brown rat at level 4 on the 79th Pyre 122nd year of Ascendancy at 03:22 Killed by Xussra the green worm mass at level 6 on the 7th Mirth 122nd year of Ascendancy at 17:35 Killed by Xussra the green worm mass at level 6 on the 7th Mirth 122nd year of Ascendancy at 18:08 Killed by Xyriavena the cave bear at level 7 on the 8th Mirth 122nd year of Ascendancy at 22:14 Killed by Xyriavena the cave bear at level 7 on the 8th Mirth 122nd year of Ascendancy at 23:32 Killed by Xyriavena the cave bear at level 7 on the 9th Mirth 122nd year of Ascendancy at 04:51 Killed by Xyriavena the cave bear at level 7 on the 9th Mirth 122nd year of Ascendancy at 06:00 Killed by Xyriavena the cave bear at level 7 on the 9th Mirth 122nd year of Ascendancy at 06:39 Killed by Xyriavena the cave bear at level 7 on the 9th Mirth 122nd year of Ascendancy at 08:05 Killed by Xyriavena the cave bear at level 7 on the 9th Mirth 122nd year of Ascendancy at 10:00 |
Primary Stats
Strength | 42 (base 29) |
Dexterity | 43 (base 10) |
Constitution | 60 (base 40) |
Magic | 37 (base 12) |
Willpower | 38 (base 12) |
Cunning | 34 (base 11) |
Resources
Life | 837/837 |
Mana | 257/318 |
Stamina | 226/226 |
Vim | 90/159 |
Healing Factor | 2 |
Regeneration | 26.292304923968 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 15 |
See Stealth | 27 |
See Invisible | 40 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 69 |
Accuracy | 67 |
Crit Chance | 23% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 8% |
Speed | 1 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 49.733333333333 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
All | +6% |
Defense: Base
Armour (hardiness) | 65.92 (100%) |
Defense | 35.275 |
Ranged Defense | 37.775 |
Fatigue | 11 |
Physical Save | 27.85 |
Spell Save | 36.125 |
Mental Save | 59.4 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 62% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 189 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Torture | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Heart of Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved Strength 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Equipment
On feet | Issilen the Ashtouch (24 def, 5 armour) Issilen the Ashtouch (24 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +24 Ranged Defense: +5 Fatigue: +5% Effects on melee hit: * 40% chance to gain 10% of a turn Changes stats: +18 Mag / +4 Wil / +4 Con Changes resistances: +23% darkness / +27% temporal Changes resistances penetration: +7% physical / +11% darkness / +19% temporal Changes damage: +7% acid / +3% fire / +3% temporal / +8% blight Spell save: +10 Disease immunity: +27% Spellpower: +7 Lowers spell cool-downs by: 20% Mindpower: +7 Defense after a teleport: +19 Resist all after a teleport: +14% New effects duration reduction after a teleport: +14% It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | dwarven lantern 'Porata' dwarven lantern 'Porata'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 16 fire Changes resistances: +3% acid / +21% light / +7% fire / +3% mind / +10% darkness Changes resistances penetration: +15% acid / +10% mind Changes damage: +11% light / +6% mind / +16% darkness Damage affinity(heal): +10% darkness / +5% light Mental save: +28 Mindpower: +6 Mental crit. chance: +8% Light radius: +6 Infravision radius: +8 See stealth: +27 See invisible: +40 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 41.14 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Mardaganik the Blindrain (0 def, 4 armour) Mardaganik the Blindrain (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Damage when hit (Melee): 16 darkness Changes stats: +5 Str / +18 Dex / +4 Cun Changes resistances: +7% nature / +10% cold / +28% darkness / +5% fire Changes resistances penetration: +5% darkness Spell save: +4 Mental save: +18 Stamina when hit: +1.00 Equilibrium when hit: +0.70 Maximum life: +76.00 Infravision radius: +7 Healing mod.: +13% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Eluvea [power 805] (20 cooldown) Eluvea [power 805] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +9% temporal Maximum wards: +2 lightning / +2 temporal / +3 blight / +4 fire / +2 cold Talents granted: +1 Ward +3 Strike Maximum vim: +7.00 It can be used to fire a bolt of a random element (dam 402-805), placing all other charms into a 20 cooldown. When used: 200% chance to regenerate 16 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Elonn the voratun ring Elonn the voratun ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +29 Fatigue: -6% Changes stats: +5 Mag / +11 Wil / +6 Cun Changes resistances: +13% acid / +4% physical / +19% cold / +19% fire / +22% lightning Changes damage: +6% all Critical mult.: +3.00% Mental save: +10 Confusion immunity: +33% Life regen: +1.40 Maximum life: +61.00 Spellpower: +28 Mindpower: +27 Healing mod.: +15% Rings can have magical properties. |
On fingers | voratun ring 'Yveredhenne' voratun ring 'Yveredhenne'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 20 mind Changes stats: +5 Wil / +6 Cun / +3 Con Changes resistances: +124% nature / +32% lightning Changes damage: +31% nature / +16% lightning Grants telepathy: Demon/Minor Demon/Major Spell save: +12 Mental save: +12 Confusion immunity: +29% Life regen: +1.10 Maximum life: +44.00 Maximum stamina: +17.00 Maximum hate: +2.00 Mindpower: +9 Healing mod.: +12% Rings can have magical properties. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Porima the dwarven-steel greatmaul (42-63 power, 2 apr) Porima the dwarven-steel greatmaul (42-63 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +10 Defense: +13 Critical mult.: +10.00% Mana each turn: +0.04 Massive two-handed mauls. |
On hands | Aeravor the voratun gauntlets (0 def, 32 armour) Aeravor the voratun gauntlets (0 def, 32 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +50 Armour penetration: +12 Physical power: +10 Armour: +32 Armour Hardiness: +10% Changes stats: +4 Str / +15 Dex / +3 Wil / +7 Cun / +11 Con Changes resistances: +3% lightning / +8% physical / +3% nature Mental save: +25 Maximum life: +116.00 Mental crit. chance: +2% 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: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Spell / Earth +0.10 Spell / Stone Spellpower: +6 It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. 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 98.14 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +1.00 Amulets can have magical properties. |
Inventory
Beiredil the voratun greatmaul (93-139.5 power, 4 apr) Beiredil the voratun greatmaul (93-139.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 93.0 - 139.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 125% On weapon hit: * 28% chance to daze On weapon crit: * wounds the target reducing their healing Damage (Melee): +8 arcane When wielded/worn: Accuracy: +28 Physical crit. chance: +13.0% Physical power: +21 Changes stats: +3 Str / +14 Dex / +3 Mag / +6 Wil / +3 Cun / +8 Con Changes resistances penetration: +19% lightning / +10% physical / +15% blight Disarm immunity: +35% Mana each turn: +0.12 Mana when firing critical spell: +1.00 Massive two-handed mauls. |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Lightning Armour Penetration: +6 Physical crit. chance: +8.0% Burst (radius 2) on crit: +24 dazing lightning When wielded/worn: Changes stats: +2 Str / +6 Dex / +6 Mag / +2 Wil / +6 Cun / +2 Con Changes damage: +8% lightning Opal: Lightning It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
dwarven-steel greatsword 'Aramith' (35-56 power, 2 apr) dwarven-steel greatsword 'Aramith' (35-56 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +8 temporal Massive two-handed swords. |
Samykhad the Thundertrencher (0 def, 18 armour) Samykhad the Thundertrencher (0 def, 18 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +33 Armour: +18 Armour Hardiness: +11% Damage (Melee): 8 acid / 6 temporal Changes stats: +7 Dex / +4 Mag / +9 Con Changes resistances: +7% acid / +6% physical / +12% light / +7% temporal Changes damage: +5% acid / +5% temporal / +6% arcane / +3% lightning Mental save: +8 Maximum life: +51.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
6 agate 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 Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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 Gems can be sold for money or used in arcane rituals. |
3 opal 3 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 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 Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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. |
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. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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, 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'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
amethyst 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% Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 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% Gems can be sold for money or used in arcane rituals. |
12 citrine 12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By Jenna Wright the Cornac Doombringer level 8
9th Mirth 122nd year of Ascendancy at 23:19 see stats
By Jenna Wright the Cornac Doombringer level 4
79th Pyre 122nd year of Ascendancy at 01:01 see stats
By Jenna Wright the Cornac Doombringer level 10
10th Flare 122nd year of Ascendancy at 07:25 see stats
By Jenna Wright the Cornac Doombringer level 11
5th Dusk 122nd year of Ascendancy at 20:06 see stats
By Jenna Wright the Cornac Doombringer level 12
12nd Dusk 122nd year of Ascendancy at 01:19 see stats
By Jenna Wright the Cornac Doombringer level 12
14th Dusk 122nd year of Ascendancy at 14:10 see stats
Log
Seameco the human hits Jenna Wright for 7 physical, 6 fire (13 total damage).
Jenna Wright hits Seameco the human for (34 to psi shield), 36 physical, 7 fire (43 total damage).
Seameco the human uses Warding Weapon.
Seameco the human misses Jenna Wright.
Talent Draining Assault is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Regeneration is ready to use.
Burning from Seameco the human hits Jenna Wright for 14 fire damage.
Burning from Jenna Wright hits Seameco the human for 11 fire damage.
Burning from Jenna Wright killed Seameco the human!
Resting starts...
Talent Incinerating Blows is ready to use.
Rested for 1 turns (stop reason: taken damage).
Burning from Seameco the human hits Jenna Wright for 14 fire damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Burning from Seameco the human hits Jenna Wright for 14 fire damage.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Burning from Seameco the human hits Jenna Wright for 14 fire damage.
Resting starts...
Jenna Wright stops burning.
Talent Rush is ready to use.
Talent Fearscape is ready to use.
Rested for 285 turns.