










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Madness Adventure |
Sex | Male |
Race | Doomelf |
Class | Adventurer |
Level / Exp | 16 / 9% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 11 on the 19th Dusk 122nd year of Ascendancy at 15:32 0 / 6Killed by Emelida the red crystal at level 12 on the 38th Dusk 122nd year of Ascendancy at 11:27 Killed by Spellblaze Crystal at level 14 on the 50th Dusk 122nd year of Ascendancy at 04:08 Killed by Hallowed Ghost at level 15 on the 69th Dusk 122nd year of Ascendancy at 16:48 Killed by Emariatta the armoured skeleton warrior at level 16 on the 15th Haze 122nd year of Ascendancy at 14:54 Killed by Mayytha the heavy bone giant at level 16 on the 22nd Haze 122nd year of Ascendancy at 18:56 |
Primary Stats
Strength | 21 (base 12) |
Dexterity | 13 (base 12) |
Constitution | 35 (base 12) |
Magic | 51 (base 43) |
Willpower | 40 (base 20) |
Cunning | 40 (base 21) |
Resources
Mana | 100/285 |
Negative | 47/70 |
Vim | 97/110 |
Life | -62/429 |
Positive | 75/75 |
Paradox | 694 |
Healing Factor | 1.1829268292683 |
Regeneration | 1.4786585365854 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -15.608019573078% |
Spell | +4.8951824584544% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 6 |
See Invisible | 6 |
Stealth | 17.474937453003 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 34 |
Accuracy | 15 |
Crit Chance | 13% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 13% |
Speed | 0.95333262840366 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +18% |
Cold | +46% |
All | 0% |
Lightning | +19% |
Light | +3% |
Physical | +3% |
Mind | +12% |
Darkness | +12% |
Nature | +5% |
Offense: Damage Penetration
Arcane | +15% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 31 (49%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 15 |
Physical Save | 37 |
Spell Save | 26 |
Mental Save | 33 |
Defense: Resistances
Arcane | + 17%( 70%) |
Cold | + 36%( 70%) |
All | 0%( 70%) |
Lightning | + 38%( 70%) |
Temporal | + 10%( 70%) |
Physical | + 18%( 70%) |
Mind | + 15%( 70%) |
Fire | + 32%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Instadeath Resistance | 100% |
Pinning Resistance | 19% |
Poison Resistance | 20% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (95% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1443% for 10 turns (556 total) and instantly restoring 72 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (95% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 602% for 10 turns (232 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 damage per debuff cleansed. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Arcane | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Blurred Mortality |
talent | Hymn Nocturnalist |
talent | Energy Decomposition |
talent | Chant of Fortress |
talent | Bone Shield |
talent | Reality Smearing |
talent | Arcane Power |
talent | Hymn of Shadows |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
beneficial effect | The target's spellpower has been increased by 2. Spellsurge |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
detrimental effect | Damage received in the past is returned as 35.95 paradox damage per turn. Reality Smearing |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The mana surge engulfs the target, regenerating 3.61 mana per turn. Surging mana |
beneficial effect | The target assumes the form of a dĂșathedlen. Corruption of the Doomed |
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost tinker from death by Iville the giant venus flytrap. Escort: lost tinker (level 3 of Norgos Lair) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Con Grants telepathy: Humanoid/Orc Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +5 Wil / +3 Cun / +1 Con Changes resistances: +16% cold Changes damage: +11% cold A pointy cloth hat, very wizardly... |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 9 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Str / +3 Mag / +3 Cun / +5 Con Changes resistances: +12% mind / +5% arcane Changes resistances penetration: +10% darkness / +15% arcane Changes damage: +12% mind Spellpower: +6 (+2 eff.) Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 50% * 10% chance to reduce all saves and defense by 24 Damage (Melee): 7 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 24 Damage (Ranged): 9 physical Changes stats: +1 Cun Changes resistances: +20% lightning / +3% mind Changes damage: +10% lightning Physical save: +9 (+4 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Hate when firing a critical mind attack: +2.00 Maximum life: +20.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag / +5 Wil / +5 Con Changes damage: +3% light Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] 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% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+5 eff.) Armour: +8 Armour Hardiness: +4% Defense: +4 (+2 eff.) Maximum wards: +2 arcane Changes damage: +18% arcane / +3% physical Talents granted: +1 Command Staff +2 Ward Critical mult.: +10.00% Physical save: +4 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Main armor | ![]() Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +13 Defense: +9 (+5 eff.) Fatigue: +8% Damage (Melee): 5 fire Damage (Ranged): 8 fire Changes resistances: +18% lightning / +32% fire / +13% physical Mental save: +12 (+6 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A suit of armour made of leather. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +5 Con / +1 Mag Changes resistances: +3% nature Changes damage: +9% lightning Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +22% Amulets can have magical properties. |
Inventory
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.11 Spell / Temporal Stun/Freeze immunity: +21% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+5 eff.) Damage (Melee): 11 light Damage (Ranged): 12 light Changes stats: +3 Dex / +2 Mag Changes damage: +11% light Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +7 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% blight / +6% light / +5% arcane / +12% lightning Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Str / +5 Mag / +5 Wil Changes resistances: +5% lightning / +6% cold Changes damage: +7% lightning / +5% physical / +5% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes stats: +3 Wil / +3 Cun / +4 Con Changes resistances: +9% blight / +1% physical / +5% arcane Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Maximum stamina: +20.00 A pair of boots made of leather. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +15% nature Changes damage: +3% nature Grants telepathy: Demon/Minor Demon/Major Physical save: +5 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +7 (+3 eff.) See invisible: +3 A pair of boots made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Life regen: +3.00 Healing mod.: +10% A pair of boots made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Alevek the Doomelf Adventurer level 11
28th Dusk 122nd year of Ascendancy at 09:38 see stats
By Alevek the Doomelf Adventurer level 5
77th Pyre 122nd year of Ascendancy at 17:53 see stats
By Alevek the Doomelf Adventurer level 10
16th Dusk 122nd year of Ascendancy at 18:15 see stats
By Alevek the Doomelf Adventurer level 10
17th Dusk 122nd year of Ascendancy at 20:21 see stats
By Alevek the Doomelf Adventurer level 6
8th Mirth 122nd year of Ascendancy at 17:28 see stats
By Alevek the Doomelf Adventurer level 5
6th Mirth 122nd year of Ascendancy at 12:41 see stats
By Alevek the Doomelf Adventurer level 14
67th Dusk 122nd year of Ascendancy at 13:26 see stats
Log
Skeleton warrior resists!
Hymn of Shadows hits Skeleton warrior for (4 absorbed), 0 darkness (0 total damage).
Eilinota the heavy bone giant casts Manathrust.
Alevek converts damage to paradox!
Eilinota the heavy bone giant hits Alevek for (37 dissipated), (63 mana), (57 converted), 133 arcane (133 total damage).
Alevek casts Bone Spear.
Alevek's spell attains critical power!
Alevek is surging arcane power.
Alevek hits Skeleton warrior for (53 absorbed), 0 physical (0 total damage).
Alevek hits Skeleton mage for (53 absorbed), 0 physical (0 total damage).
Alevek hits Skeleton warrior for (53 absorbed), 0 physical (0 total damage).
Alevek hits Armoured skeleton warrior for (53 absorbed), 0 physical (0 total damage).
Alevek hits Celia for (39 stormshielded), 0 physical (0 total damage).
Alevek hits Skeleton warrior for (53 absorbed), 0 physical (0 total damage).
Skeleton mage casts Manathrust.
The shield around skeleton warrior crumbles.
The shield around armoured skeleton warrior crumbles.
The shield around skeleton warrior crumbles.
Skeleton warrior misses Alevek.
Alevek converts damage to paradox!
Skeleton mage hits Alevek for (38 dissipated), (24 mana), (22 converted), 51 arcane (51 total damage).
Skeleton mage hits Skeleton warrior for (89 absorbed), 76 arcane (76 total damage).
Skeleton mage hits Armoured skeleton warrior for (84 absorbed), 81 arcane (81 total damage).
Skeleton mage hits Celia for (143 stormshielded), 0 arcane (0 total damage).
Skeleton mage hits Skeleton warrior for (77 absorbed), 87 arcane (88 total damage).
Celia casts Rigor Mortis.
Alevek deactivates Disruption Shield.
Alevek's disruption shield collapses and then explodes in a powerful manastorm!
Saving game...