









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! More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Possessor Bonus Class 1.5.4Donators/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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Nightmare Adventure |
| Sex | Female |
| Race | Higher |
| Class | Archmage |
| Level / Exp | 25 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by Arydatta the giant venus flytrap at level 6 on the 4th Mirth 122nd year of Ascendancy at 15:49 0 / 8Killed by Bethodathra the skeleton warrior at level 9 on the 10th Mirth 122nd year of Ascendancy at 06:24 Killed by fire drake at level 17 on the 9th Dusk 122nd year of Ascendancy at 18:17 Killed by Weirdling Beast at level 18 on the 12nd Dusk 122nd year of Ascendancy at 09:27 Killed by ultimate telugoroth at level 22 on the 27th Dusk 122nd year of Ascendancy at 17:05 Killed by Nerura the elven blood mage at level 24 on the 26th Haze 122nd year of Ascendancy at 19:54 Killed by Mindworm at level 24 on the 36th Haze 122nd year of Ascendancy at 02:54 Killed by Mindworm at level 25 on the 36th Haze 122nd year of Ascendancy at 04:03 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 16 (base 11) |
| Constitution | 32 (base 30) |
| Magic | 64 (base 54) |
| Willpower | 71 (base 54) |
| Cunning | 46 (base 31) |
Resources
| Life | -184/420 |
| Mana | 436/491 |
| Healing Factor | 1.4633663366337 |
| Regeneration | 2.560891089109 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.20512205326% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 8 |
| Infravision | 9 |
| See Stealth | 58.507825734167 |
| See Invisible | 76.277648131674 |
| ESP Range | 15 |
| ESP Kinds | animal/bear |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 20 |
| Crit Chance | 14% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Physical | +5% |
| Lightning | +60% |
| Cold | +15% |
| Arcane | +9% |
| Fire | +18% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Light | +30% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 7 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 49 |
| Mental Save | 42 |
Defense: Resistances
| Blight | + 26%( 70%) |
| Arcane | + 60%( 70%) |
| Cold | + 29%( 70%) |
| All | 0%( 70%) |
| Lightning | + 60%( 70%) |
| Light | + 26%( 70%) |
| Darkness | + 18%( 70%) |
| Fire | + 51%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 87% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 464 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 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 924% for 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 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 420 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 128 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Meta | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Aegis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Feather Wind |
| talent | Shielding |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Arcane Power |
| detrimental effect | Huge cut that bleeds, doing 27.18 physical damage per turn. Bleeding |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target's mental faculties have been severely impaired, making it act randomly each turn (37% chance) and reducing its cunning by 22. Lobotomized (confused) |
| beneficial effect | Lightning damage increased by 15%. Born into Magic |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | The target is recovering 21 life each turn. Recovery |
| detrimental effect | Damage reduced by 44%. To The Arms |
| beneficial effect | Detects creatures of type animal/bear in radius 15. Overseer of Nations |
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 |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Magic 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 have explored the Old Forest and vanquished Shardskin. * 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 |
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 Shax 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. * 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 unlocked the hall of reflections. * 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: 13. | 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. * 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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! | 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 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 rough leather boots 'Shineweeper' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Con Changes resistances penetration: +25% light / +25% mind Physical save: +11 (+6 eff.) Mental save: +10 (+3 eff.) Light radius: +3 A pair of boots made of leather. |
| Light source | Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% lightning / +6% cold / +6% arcane / +6% fire Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 55 power out of 70/70) : Effective talent level: 2.0 Power cost: 55 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 17.99 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
| On head | eldritch cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Mana each turn: +1.30 Mana when hit: +0.80 Maximum mana: +45.00 Spellpower: +5 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 16 power out of 25/25) : Effective talent level: 3.0 Power cost: 16 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | AshlaceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +26% lightning / +27% fire / +5% arcane Changes damage: +13% lightning / +12% fire / +3% arcane Rings can have magical properties. |
| On fingers | steel ring 'Cuthudir'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 5 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +2 Cun Changes resistances: +6% blight / +5% arcane / +9% lightning Blindness immunity: +5% Stun/Freeze immunity: +5% Hate when firing a critical mind attack: +2.00 Only die when reaching: -20.00 life Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around waist | 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 | shimmering ash magestaff of fate (111% power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Physical save: +5 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: +6 (+2 eff.) Mana each turn: +0.10 Maximum mana: +38.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
| On hands | storm rough leather gloves of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Damage (Melee): 6 lightning Changes stats: +2 Dex Changes resistances: +6% lightning Changes damage: +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Smolderbright the cashmere robe (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 8 fire Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +7% lightning / +9% cold / +6% light / +24% fire Changes damage: +8% lightning / +5% physical / +9% cold Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Iseta the Shimmertyphoon (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Dex / +3 Wil / +6 Cun Changes resistances: +12% lightning Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glowhacker the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +5 Cun Changes resistances: +20% light / +18% darkness Changes resistances penetration: +10% acid / +5% light Changes damage: +9% acid Blindness immunity: +42% Life regen: +1.50 Amulets can have magical properties. |
Inventory
Rune of the Rift (434.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 206.58 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.Rootspiker Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 8 nature Changes resistances: +15% lightning / +15% fire / +9% nature / +15% darkness Spell save: +30 (+10 eff.) Life regen: +2.40 Amulets can have magical properties. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+8 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+8 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 159 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. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Wildar the Higher Archmage level 19
12nd Dusk 122nd year of Ascendancy at 14:32 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Wildar the Higher Archmage level 15
10th Flare 122nd year of Ascendancy at 19:20 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Wildar the Higher Archmage level 18
12nd Dusk 122nd year of Ascendancy at 03:46 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Wildar the Higher Archmage level 20
16th Dusk 122nd year of Ascendancy at 05:28 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Wildar the Higher Archmage level 24
27th Haze 122nd year of Ascendancy at 03:55 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Wildar the Higher Archmage level 19
12nd Dusk 122nd year of Ascendancy at 13:52 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Wildar the Higher Archmage level 10
10th Mirth 122nd year of Ascendancy at 09:59 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Wildar the Higher Archmage level 20
15th Dusk 122nd year of Ascendancy at 23:04 see stats
Matrix style! (Nightmare (Adventure) difficulty)
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By Wildar the Higher Archmage level 5
75th Pyre 122nd year of Ascendancy at 08:13 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Wildar the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 06:51 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Wildar the Higher Archmage level 23
66th Dusk 122nd year of Ascendancy at 14:42 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Wildar the Higher Archmage level 23
66th Dusk 122nd year of Ascendancy at 06:04 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Wildar the Higher Archmage level 19
12nd Dusk 122nd year of Ascendancy at 14:32 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Wildar the Higher Archmage level 5
2nd Mirth 122nd year of Ascendancy at 14:13 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Wildar the Higher Archmage level 19
12nd Dusk 122nd year of Ascendancy at 14:32 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Wildar the Higher Archmage level 15
10th Flare 122nd year of Ascendancy at 14:24 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Wildar the Higher Archmage level 24
36th Haze 122nd year of Ascendancy at 02:55 see stats
Log
Wildar's glacial vapour area effect hits Ce'Nebreta the black bear for (10 to ice), 15 cold (15 total damage).
The shield around Wildar crumbles.
Wildar casts Flame.
Ce'Nebreta the black bear is free from the ice.
Wildar hits Ce'Nebreta the black bear for (37 to ice), 55 fire (55 total damage).
Mindworm receives 1 healing (2 psi heal).
Arcane Vortex from Wildar hits Rattlesnake for 53 arcane damage.
Arcane Vortex from Wildar hits Ce'Nebreta the black bear for 38 arcane damage.
Wildar's glacial vapour area effect hits Ce'Nebreta the black bear for 19 cold damage.
Mindworm uses Infusion: Healing.
Mindworm receives 47 healing (95 psi heal) from Infusion: Healing.
Talent Gift of the Highborn is ready to use.
Wildar casts Tidal Wave.
A wave of icy water erupts from the ground!
Ce'Nebreta the black bear uses To The Arms.
Wildar is recovering from the damage!
Wildar starts to bleed.
Wildar is suffering and fails to concentrate on dealing damage.
Wildar hits Ce'Nebreta the black bear for 4 fire damage.
Ce'Nebreta the black bear hits Wildar for 375 physical, 5 fire (380 total damage).
Ce'Nebreta the black bear is free from the arcane vortex.
Mindworm receives 1 healing (2 psi heal).
Ce'Nebreta the black bear is knocked back!
Wildar's cold repulsion area effect hits Ce'Nebreta the black bear for 7 cold, 11 physical (18 total damage).
Wildar's glacial vapour area effect hits Ce'Nebreta the black bear for 9 cold damage.
Mindworm uses Psychic Lobotomy.
Wildar higher mental functions have been imparied.
Saving game...















































































