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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Higher |
Class | Berserker |
Level / Exp | 50 / 49888% |
Size | medium |
Lifes / Deaths | Killed by The Shade at level 7 on the 6th Mirth 122nd year of Ascendancy at 03:58 / 3Killed by Human Higher Berserker at level 8 on the 1st Flare 122nd year of Ascendancy at 16:28 Killed by Bethinor the armoured skeleton warrior at level 8 on the 6th Dusk 122nd year of Ascendancy at 19:36 |
Primary Stats
Strength | 101 (base 100) |
Dexterity | 101 (base 100) |
Constitution | 100 (base 100) |
Magic | 101 (base 100) |
Willpower | 109 (base 100) |
Cunning | 112 (base 100) |
Resources
Life | 501062/501062 |
Mana | 499/499 |
Stamina | 500096/500096 |
Equilibrium | 0 |
Healing Factor | 1.9 |
Regeneration | 19.060232675956 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 24 |
Lite | 4 |
Infravision | 28 |
See Stealth | 88.133834852212 |
See Invisible | 88.133834852212 |
Offense: Mainhand
Damage | 1073 |
Accuracy | 210 |
Crit Chance | 276% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26.5 |
Crit Chance | 47% |
Speed | 1 |
Cooldown Reduction | 100 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 47% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +20% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 249.50423689708 (100%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 5 |
Physical Save | 141 |
Spell Save | 359 |
Mental Save | 58 |
Defense: Resistances
Nature | + 32%( 70%) |
Lightning | + 24%( 70%) |
Light | + 49%( 70%) |
Cold | + 46%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 70%( 70%) |
Mind | + 28%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 97% |
Inscriptions (2/5)
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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Berserker's strength | 51.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 51.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 51.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 51.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 51.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 51.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 51.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 51.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 51.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 51.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 51.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 51.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 51.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Feedback | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 51.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 51.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
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 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 successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you gained talent category Psionic / Feedback (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
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 the fox. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vial of elder vampire blood. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' 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 wretchling eyeball. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On hands | steady iron gauntlets (0 def, 1 armour) steady iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Physical save: +6 (+0 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 23 power out of 50/50) : Effective talent level: 2.0 Power cost: 23 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 38 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
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. |
Main armor | iron mail armour of cold resistance (2 def, 4 armour) iron mail armour of cold resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +16% cold A suit of armour made of mail. |
On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 12 power out of 30/30) : Effective talent level: 1.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 52.73 to 158.18 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (156 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 153.3 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 21 turns, rendering it unable to act. Every 414 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
In main hand | steel greatmaul of the leech (27-40.5 power, 2 apr) steel greatmaul of the leech (27-40.5 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Slows global speed by 10% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 7 nature slow Massive two-handed mauls. |
Inventory
Rune of Reflection (absorb and reflect 605 for 5 turns) Rune of Reflection (absorb and reflect 605 for 5 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: melee/personal Cooldown: 0 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 605 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (586.00 temporal damage, removed from time 4 turns) Rune of the Rift (586.00 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: 0 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 586.00 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. |
agate ring agate ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Rings can have magical properties. |
Stormfront (20-30 power, 2 apr) Stormfront (20-30 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
iron greatsword (18-28.8 power, 1 apr) iron greatsword (18-28.8 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
elemental steel longsword of projection (14.5-20.3 power, 3 apr) elemental steel longsword of projection (14.5-20.3 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes resistances penetration: +9% acid / +7% fire / +7% lightning / +8% cold Sharp, long, and deadly. |
Eclipse (18-21.6 power, 4 apr, darkness element) Eclipse (18-21.6 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% 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 damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+2 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Blazewilder the rough leather belt Blazewilder the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% light / +6% darkness Changes resistances penetration: +15% mind Changes damage: +6% light Mental crit. chance: +2% A belt that goes around your waist. |
hardened steel mail armour of Eyal (2 def, 11 armour) hardened steel mail armour of Eyal (2 def, 11 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +7% acid / +5% physical / +6% fire / +7% lightning / +6% cold Life regen: +1.10 Maximum life: +40.00 Healing mod.: +10% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal 11 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz 13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of the Iron Throne (dig speed 19 turns) iron pickaxe of the Iron Throne (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +20.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's iron pickaxe (dig speed 19 turns) soldier's iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Changes stats: +1 Str Changes resistances: +6% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 jade 3 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 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Relgoyatar the brass lantern Relgoyatar the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Cun / +5 Str 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. |
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. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 ruby 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. |
Rod of Recall (3/3) Rod of Recall (3/3)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 112 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. |
6 amethyst 6 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Human Higher Berserker the Higher Berserker level 15
35th Dusk 122nd year of Ascendancy at 17:58 see stats
By Human Higher Berserker the Higher Berserker level 6
4th Mirth 122nd year of Ascendancy at 00:06 see stats
By Human Higher Berserker the Higher Berserker level 10
7th Dusk 122nd year of Ascendancy at 00:46 see stats
By Human Higher Berserker the Higher Berserker level 20
55th Dusk 122nd year of Ascendancy at 12:46 see stats
By Human Higher Berserker the Higher Berserker level 30
55th Dusk 122nd year of Ascendancy at 12:46 see stats
By Human Higher Berserker the Higher Berserker level 40
55th Dusk 122nd year of Ascendancy at 12:46 see stats
By Human Higher Berserker the Higher Berserker level 50
55th Dusk 122nd year of Ascendancy at 12:46 see stats
By Human Higher Berserker the Higher Berserker level 18
55th Dusk 122nd year of Ascendancy at 12:46 see stats
By Human Higher Berserker the Higher Berserker level 18
55th Dusk 122nd year of Ascendancy at 12:46 see stats
By Human Higher Berserker the Higher Berserker level 11
18th Dusk 122nd year of Ascendancy at 01:39 see stats
By Human Higher Berserker the Higher Berserker level 18
55th Dusk 122nd year of Ascendancy at 12:46 see stats
By Human Higher Berserker the Higher Berserker level 8
8th Mirth 122nd year of Ascendancy at 02:05 see stats
By Human Higher Berserker the Higher Berserker level 6
4th Mirth 122nd year of Ascendancy at 00:06 see stats
By Human Higher Berserker the Higher Berserker level 6
4th Mirth 122nd year of Ascendancy at 00:06 see stats
Log
Talent Battle Cry is ready to use.
Talent Unstoppable is ready to use.
Talent Second Wind is ready to use.
Talent Nature's Balance is ready to use.
Talent Blinding Speed is ready to use.
Rested for 43 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 16 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You gain 2.86 gold from the transmogrification of spiked hardened leather armour of Eyal (3 def, 6 armour).
You gain 1.08 gold from the transmogrification of prismatic cured leather armour of acid resistance (2 def, 4 armour).
You gain 1.51 gold from the transmogrification of impenetrable steel mail armour of fire resistance (2 def, 13 armour).
You gain 1.15 gold from the transmogrification of bladed rough leather cap (0 def, 1 armour).
You gain 3.34 gold from the transmogrification of ash magestaff of channeling (15-18 power, 3 apr, arcane element).
You gain 1.34 gold from the transmogrification of horrifying vined mindstar of balance (4-4.4 power, 18 apr, mind damage).
You gain 3.02 gold from the transmogrification of hateful vined mindstar of the jelly (4.5-4.95 power, 18 apr, nature damage).
You gain 2.29 gold from the transmogrification of quick steel battleaxe of massacre (30-45 power, 2 apr).
You gain 3.76 gold from the transmogrification of plaguebringer's steel battleaxe (22.5-33.75 power, 2 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 56th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:11.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You carefully open the door and enter the underground crypt...
As you enter you notice the door has no visible handle on the inside. You are stuck here!