









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 22 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted thief at level 15 on the 50th Haze 122nd year of Ascendancy at 05:23 0 / 6Killed by Akalim the Invoker at level 22 on the 5th Decay 122nd year of Ascendancy at 11:23 Killed by Xegamira the Guardian at level 22 on the 6th Allure 123rd year of Ascendancy at 01:13 Killed by Xegamira the Guardian at level 22 on the 6th Allure 123rd year of Ascendancy at 01:39 Killed by Betyma the Guardian at level 22 on the 6th Allure 123rd year of Ascendancy at 02:01 Killed by Betyma the Guardian at level 22 on the 6th Allure 123rd year of Ascendancy at 02:51 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 63 (base 51) |
| Willpower | 19 (base 13) |
| Cunning | 49 (base 44) |
Resources
| Life | -68/462 |
| Mana | 4/141 |
| Positive | 67/93 |
| Healing Factor | 1.4082872928177 |
| Regeneration | 10.35091160221 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +85.016069371172% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 17 |
| Crit Chance | 19% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 24% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +28% |
| Acid | +3% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +32% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 6 |
| Physical Save | 20 |
| Spell Save | 24 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Fire | + 14%( 70%) |
| Darkness | + 17%( 70%) |
| Arcane | + 28%( 70%) |
| Mind | + 13%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 42% |
| Silence Resistance | 42% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 21% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 415 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 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 856% for 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 215 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Meta | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Shield |
| talent | Chant of Fortitude |
| talent | Spellcraft |
| talent | Pure Aether |
| talent | Shielding |
| talent | Arcane Power |
| detrimental effect | Reduces global action speed by 18%. Slow |
| detrimental effect | Huge cut that bleeds, doing 34.02 physical damage per turn. Bleeding |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 have explored the Old Forest and vanquished Wrathroot. * 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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 |
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 ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. * You've found the needed sandworm tooth. | 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 within18 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 | undeterred pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Silence immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +22% A pair of boots made of leather. |
| Light source | survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +43.00 Light radius: +2 Healing mod.: +11% 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 | psion's linen wizard hat of the Brotherhood (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Con / +1 Mag Changes resistances: +6% mind Changes damage: +5% mind / +5% arcane Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Maximum psi: +10.00 Mindpower: +5 (+3 eff.) Mental crit. chance: +2% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| Tool | dwarven-steel pickaxe 'Bokudur' (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Str / +2 Dex Changes resistances: +5% darkness / +7% fire Spell crit. chance: +6% Lowers spell cool-downs by: 10% Movement speed: +10% Damage Shield penetration: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | psionicist's copper ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +0.90 Rings can have magical properties. |
| On fingers | warrior's copper ring of arcana(+0.14/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Silence immunity: +22% Mana each turn: +0.14 Rings can have magical properties. |
| Around waist | spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +3 Mag / +3 Cun / +7 Lck Trap disarming bonus: +17 Stealth bonus: +7 Mana each turn: +0.20 Maximum mana: +26.00 Infravision radius: +4 A belt that goes around your waist. |
| In main hand | yew magestaff of wizardry (20-24 power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil / +3 Mag Changes damage: +20% arcane Talent granted: +1 Command Staff Maximum mana: +29.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Aeryldavena the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Changes stats: +2 Cun Changes resistances: +6% darkness / +9% acid Changes resistances penetration: +15% arcane Changes damage: +3% acid Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 1.8 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | troll-hide cured leather armour of Eyal (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Life regen: +6.20 Maximum life: +76.00 Healing mod.: +29% A suit of armour made of leather. |
| Cloak | resilient linen cloak of battle (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +29.00 Amulets can have magical properties. |
Inventory
Xyyara the steel amulet =6con=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +4 Mag / +6 Con Changes damage: +6% acid / +5% fire / +5% lightning / +5% cold Grants telepathy: Dragon Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Infravision radius: +2 Amulets can have magical properties. |
titan's steel ring of pilfering =3con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +9 (+9 eff.) Changes stats: +3 Con Physical save: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Moldsting the yew magestaff (20-24 power, 4 apr, lightning element) =4con=Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes stats: +2 Str / +4 Con Changes damage: +20% lightning / +3% nature Talent granted: +1 Command Staff Critical mult.: +23.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
hardened leather belt of unlife =deep=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Glintbutcher (1 def, 0 armour) =1str1con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +1 Str / +1 Con Changes resistances: +3% acid / +6% light Changes resistances penetration: +10% light / +10% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Velidhewyn' (2 def, 0 armour) =7con=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Fatigue: -4% Changes stats: +4 Str / +2 Mag / +7 Con Changes damage: +10% nature Reduces incoming crit damage: 15.00% Poison immunity: +20% Disease immunity: +27% See invisible: +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sand rough leather gloves of strength (+3) (0 def, 7 armour) =3str=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +3 Str Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel helm of the depths (0 def, 4 armour) =deep=Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +13% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+3) (0 def, 1 armour) =3con=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
This item will automatically be transmogrified when you leave the level.troll-hide cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Life regen: +3.00 Maximum life: +31.00 Healing mod.: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.deflecting dwarven-steel shield of radiance (14 def, 2 armour, 79 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +14 (+13 eff.) Ranged Defense: +8 (+8 eff.) Fatigue: +12% Effects when hit in melee: * 18% chance to blind Changes stats: +5 Con / +3 Mag Changes resistances: +12% light Talent granted: +3 Block Deflect projectiles away: +6% Handheld deflection devices. |
sapper's iron pickaxe (dig speed 30 turns) =1str1con=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +1 Str / +1 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bright brass lantern of health =4lr=Infused 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 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, 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 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. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Penasaran the Cornac Archmage level 18
62nd Haze 122nd year of Ascendancy at 16:36 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Penasaran the Cornac Archmage level 13
4th Haze 122nd year of Ascendancy at 14:37 see stats
Exterminator
Killed 1000 creatures.By Penasaran the Cornac Archmage level 18
62nd Haze 122nd year of Ascendancy at 19:49 see stats
Fast Curse Dispel
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Penasaran the Cornac Archmage level 13
4th Haze 122nd year of Ascendancy at 14:37 see stats
Level 10
Got a character to level 10.By Penasaran the Cornac Archmage level 10
10th Dusk 122nd year of Ascendancy at 15:04 see stats
Level 20
Got a character to level 20.By Penasaran the Cornac Archmage level 20
72nd Haze 122nd year of Ascendancy at 16:51 see stats
Orbituary
Stabilized the Abashed Expanse to maintain it in orbit.By Penasaran the Cornac Archmage level 2
74th Pyre 122nd year of Ascendancy at 22:28 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Penasaran the Cornac Archmage level 12
48th Dusk 122nd year of Ascendancy at 17:55 see stats
The Arena
Unlocked Arena mode.By Penasaran the Cornac Archmage level 9
2nd Mirth 122nd year of Ascendancy at 11:41 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Penasaran the Cornac Archmage level 17
55th Haze 122nd year of Ascendancy at 16:37 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Penasaran the Cornac Archmage level 16
51st Haze 122nd year of Ascendancy at 23:10 see stats
Log
Penasaran's aether beam hits Betyma the Guardian for (13 resist armour), 0 arcane (0 total damage).
Penasaran's aether beam hits Betyma the Guardian for (13 resist armour), 0 arcane (0 total damage).
Penasaran's aether beam hits Betyma the Guardian for (13 resist armour), 0 arcane (0 total damage).
Penasaran's aether beam hits Betyma the Guardian for (13 resist armour), 0 arcane (0 total damage).
Penasaran's aether beam hits Betyma the Guardian for (13 resist armour), 0 arcane (0 total damage).
Betyma the Guardian uses Knife Storm.
Penasaran's aether beam hits Betyma the Guardian for (13 resist armour), 0 arcane (0 total damage).
Penasaran reflects damage back to Betyma the Guardian!
Betyma the Guardian's physical bleed area effect hits Penasaran for (31 absorbed), 0 physical (0 total damage).
Penasaran's aether beam hits Betyma the Guardian for (13 resist armour), 0 arcane (0 total damage).
Penasaran hits Betyma the Guardian for 31 reflected damage.
Penasaran's aether beam hits Betyma the Guardian for (13 resist armour), 0 arcane (0 total damage).
Penasaran casts Aether Beam.
You somehow fail to set the aether beam.
Penasaran's aether beam hits Betyma the Guardian for (13 resist armour), 0 arcane (0 total damage).
Red ooze splits in two!
Your shield crumbles under the damage!
The shield around Penasaran crumbles.
Penasaran reflects damage back to Betyma the Guardian!
Kinetic Aura hits Penasaran for (12 absorbed), 2 physical (2 total damage).
Penasaran hits Betyma the Guardian for 12 reflected damage.
Arcane Vortex from Penasaran hits Betyma the Guardian for (17 resist armour), 39 arcane (39 total damage).
Arcane Vortex from Penasaran hits Red ooze for 26 arcane damage.
Betyma the Guardian throws two quick punches.
Penasaran starts to bleed.
Betyma the Guardian hits Penasaran for 147 physical, 13 arcane, 138 physical, 13 arcane (311 total damage).
Betyma the Guardian's physical bleed area effect hits Penasaran for 31 physical damage.
Betyma the Guardian performs a melee critical strike against Penasaran!
Saving game...










































































