Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 42 / 100% |
| Size | medium |
| Lifes / Deaths | Killed by Laudoero the halfling at level 13 on the 4th Haze 122nd year of Ascendancy at 08:36 0 / 7Killed by skeleton warrior at level 33 on the 11st Haze 123rd year of Ascendancy at 00:56 Killed by Yvikira the elder vampire at level 35 on the 70th Haze 123rd year of Ascendancy at 18:06 Killed by Xaue the Crusher at level 42 on the 62nd Pyre 124th year of Ascendancy at 04:00 Killed by orc master wyrmic at level 42 on the 2nd Mirth 124th year of Ascendancy at 11:01 Killed by skeleton master archer at level 42 on the 3rd Mirth 124th year of Ascendancy at 08:57 Killed by armoured skeleton warrior at level 42 on the 3rd Mirth 124th year of Ascendancy at 10:32 |
| Antimagic | Follower |
Primary Stats
| Strength | 76 (base 17) |
| Dexterity | 81 (base 55) |
| Constitution | 74 (base 37) |
| Magic | 10 (base 10) |
| Willpower | 54 (base 30) |
| Cunning | 62 (base 49) |
Resources
| Life | 1208/1208 |
| Stamina | 303/303 |
| Equilibrium | 43 |
| Healing Factor | 1.87 |
| Regeneration | 40.720599623704 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 15 |
| See Invisible | 21 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Barehand
| Damage | 100 |
| Accuracy | 67 |
| Crit Chance | 26% |
| APR | 15 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41.866666666667 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +9% |
Defense: Base
| Armour (hardiness) | 15 (53.130841121495%) |
| Defense | 46.349056603774 |
| Ranged Defense | 46.349056603774 |
| Fatigue | 13.181573275862 |
| Physical Save | 49.5 |
| Spell Save | 35.6 |
| Mental Save | 42.533333333333 |
Defense: Resistances
| All | + 18%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 10% |
| Disarm Resistance | 63% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 32% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| 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 440 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Grappling | 1.90 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.70 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Antimagic Shield |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 51% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Light of Foot (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by blade horror. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by storm wyrm. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 534. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed faerlhing fang. * You've found the needed hummerhorn wing. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of luminous horror dust. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed vial of wight ectoplasm. * You've found the needed warg claw. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed ritch stinger. * You've found the needed sandworm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 133% When this weapon hits: Implode (5% chance level 1). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Poisonous Bite (20% chance level 3). It can be used to activate talent Mindhook (costing 15 power out of 24/24) : Effective talent level: 4.0 Power cost: 15 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. This item has been sent to the Item's Vault. |
| On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 32 power out of 35/35) : Effective talent level: 2.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| Tool | Ivegawyn the Brightpierce [power 23] (18 cooldown) Ivegawyn the Brightpierce [power 23] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +3 Str Maximum wards: +2 physical / +2 mind / +2 darkness Talent granted: +1 Ward See invisible: +6 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 23 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Arcsaw ArcsawCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes damage: +6% mind Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
| On fingers | Ring of Growth 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 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | warmaker's voratun amulet of perfection (0.40 Technique / Grappling,0.40 Technique / Unarmed training) warmaker's voratun amulet of perfection (0.40 Technique / Grappling,0.40 Technique / Unarmed training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Dex / +6 Wil Talent masteries: +0.40 Technique / Grappling +0.40 Technique / Unarmed training Amulets can have magical properties. |
| Main armor | Layuvea the reinforced leather armour (9 def, 7 armour) Layuvea the reinforced leather armour (9 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +9 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 16 blight Changes stats: +7 Str / +8 Dex Changes resistances: +8% physical Grants telepathy: Humanoid/Orc Physical save: +28 (+9 eff.) Life regen: +10.80 Light radius: +3 Healing mod.: +21% A suit of armour made of leather. |
| Light source | piercing dwarven lantern of the zealot piercing dwarven lantern of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +5 Changes resistances: +3% all Changes resistances penetration: +9% all Spell save: +9 (+4 eff.) Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | restorative elven-silk cloak of Iron Throne (3 def, 0 armour) restorative elven-silk cloak of Iron Throne (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Str / +2 Con Changes resistances: +17% nature / +12% blight Life regen: +2.60 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| 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. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Wretchnigh the dwarven-steel pickaxe (dig speed 8 turns) Wretchnigh the dwarven-steel pickaxe (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str Changes resistances: +13% fire / +14% darkness / +6% nature Changes resistances penetration: +15% nature Changes damage: +3% temporal When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 Recall (2/2) Rod of Recall (2/2)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 180 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. |
Emelille the Chargerazor [power 2] (9 cooldown) Emelille the Chargerazor [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to daze Changes damage: +9% lightning Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 2 poisons or diseases from a target within range 8 (Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood wand of trap destruction [power 78] (14 cooldown) elven-wood wand of trap destruction [power 78] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to disarm traps (78 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Kung Who? the Cornac Brawler level 34
15th Haze 123rd year of Ascendancy at 01:08 see stats
Against all odds
Killed Ukruk in the ambush.By Kung Who? the Cornac Brawler level 34
13rd Haze 123rd year of Ascendancy at 08:25 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Kung Who? the Cornac Brawler level 19
62nd Haze 122nd year of Ascendancy at 18:51 see stats
Arachnophobia
Destroyed the spydric menace.By Kung Who? the Cornac Brawler level 39
46th Regrowth 124th year of Ascendancy at 04:24 see stats
Brave new world
Went to the Far East and took part in the war.By Kung Who? the Cornac Brawler level 38
43rd Regrowth 124th year of Ascendancy at 01:24 see stats
Clone War
Destroyed your own Shade.By Kung Who? the Cornac Brawler level 39
16th Pyre 124th year of Ascendancy at 20:04 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Kung Who? the Cornac Brawler level 19
65th Haze 122nd year of Ascendancy at 16:29 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Kung Who? the Cornac Brawler level 37
34th Regrowth 124th year of Ascendancy at 20:11 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Kung Who? the Cornac Brawler level 22
16th Regrowth 123rd year of Ascendancy at 01:26 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Kung Who? the Cornac Brawler level 41
59th Pyre 124th year of Ascendancy at 20:08 see stats
Exterminator
Killed 1000 creatures.By Kung Who? the Cornac Brawler level 18
44th Haze 122nd year of Ascendancy at 19:08 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kung Who? the Cornac Brawler level 23
44th Regrowth 123rd year of Ascendancy at 13:33 see stats
Fear me not!
Survived the Fearscape!By Kung Who? the Cornac Brawler level 23
16th Regrowth 123rd year of Ascendancy at 20:53 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Kung Who? the Cornac Brawler level 39
7th Pyre 124th year of Ascendancy at 00:57 see stats
Got eggs?
Finish the Pikataclysm event.By Kung Who? the Cornac Brawler level 21
2nd Allure 123rd year of Ascendancy at 08:46 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kung Who? the Cornac Brawler level 15
23rd Haze 122nd year of Ascendancy at 13:44 see stats
Level 10
Got a character to level 10.By Kung Who? the Cornac Brawler level 10
40th Dusk 122nd year of Ascendancy at 16:34 see stats
Level 20
Got a character to level 20.By Kung Who? the Cornac Brawler level 20
7th Decay 122nd year of Ascendancy at 03:09 see stats
Level 30
Got a character to level 30.By Kung Who? the Cornac Brawler level 30
12nd Dusk 123rd year of Ascendancy at 23:52 see stats
Level 40
Got a character to level 40.By Kung Who? the Cornac Brawler level 40
16th Pyre 124th year of Ascendancy at 20:04 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Kung Who? the Cornac Brawler level 22
4th Allure 123rd year of Ascendancy at 16:16 see stats
Size matters
Did over 600 damage in one attack.By Kung Who? the Cornac Brawler level 19
62nd Haze 122nd year of Ascendancy at 18:50 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Kung Who? the Cornac Brawler level 37
34th Regrowth 124th year of Ascendancy at 22:46 see stats
The Arena
Unlocked Arena mode.By Kung Who? the Cornac Brawler level 7
1st Mirth 122nd year of Ascendancy at 05:23 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Kung Who? the Cornac Brawler level 42
61st Pyre 124th year of Ascendancy at 06:38 see stats
The secret city
Discovered the truth about mages.By Kung Who? the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 21:22 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Kung Who? the Cornac Brawler level 19
6th Decay 122nd year of Ascendancy at 09:30 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Kung Who? the Cornac Brawler level 29
47th Pyre 123rd year of Ascendancy at 15:31 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Kung Who? the Cornac Brawler level 18
44th Haze 122nd year of Ascendancy at 20:23 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Kung Who? the Cornac Brawler level 33
11st Haze 123rd year of Ascendancy at 04:01 see stats
Well trained
Deal one million damage to training dummies in a single training session.By Kung Who? the Cornac Brawler level 23
19th Regrowth 123rd year of Ascendancy at 23:54 see stats
Log
There is an item here: Colaryem (159% power, 12 apr)
There is an item here: Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)
There is an item here: Genocide (152% power, 4 apr)
There is an item here: Twilight's Edge (158% power, 7 apr)
There is an item here: Blade of Distorted Time (150% power, 10 apr)
There is an item here: Wintertide (148% power, 10 apr)
There is an item here: Morrigor (161% power, 12 apr)
There is an item here: Yaldan Baoth (0 def, 6 armour)
There is an item here: bladed drakeskin leather cap of fortune (0 def, 5 armour)
There is an item here: Crown of Burning Pain (11 def, 0 armour)
There is an item here: Crown of Burning Pain (9 def, 0 armour)
There is an item here: bladed hardened leather cap of dexterity (+4) (0 def, 3 armour)
There is an item here: The Face of Fear (8 def, 0 armour)
There is an item here: Gunisus (0 def, 6 armour)
There is an item here: bladed hardened leather cap of absorption (0 def, 3 armour)
There is an item here: Gravitational Staff (136% power, 8 apr, physical element)
There is an item here: Bolbum's Big Knocker (176% power, 10 apr, physical element)
There is an item here: Crystal Shard (113% power, 4 apr, physical element)
There is an item here: void-walker's dwarven lantern of illusion
There is an item here: nightwalker's alchemist's lamp of health
There is an item here: Umbraphage
There is an item here: preserving alchemist's lamp of the zealot
Kung Who? deactivates Antimagic Shield.
Kung Who? deactivates Striking Stance.
Kung Who? deactivates Exploit Weakness.
