










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official 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 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Berserker |
Level / Exp | 37 / 30% |
Size | big |
Lifes / Deaths | Killed by ultimate gwelgoroth at level 14 on the 57th Dusk 122nd year of Ascendancy at 14:25 4 / 3Killed by snow giant boulder thrower at level 18 on the 75th Dusk 122nd year of Ascendancy at 10:31 Killed by orc high cryomancer at level 36 on the 60th Dusk 123rd year of Ascendancy at 18:11 |
Primary Stats
Strength | 136 (base 60) |
Dexterity | 27 (base 11) |
Constitution | 69 (base 60) |
Magic | 30 (base 10) |
Willpower | 10 (base 10) |
Cunning | 44 (base 36) |
Resources
Life | 1159/1159 |
Stamina | 268/268 |
Healing Factor | 1.9327219866911 |
Regeneration | 4.5418966687239 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 50.719706428051 |
See Invisible | 40.719706428051 |
Offense: Mainhand
Damage | 253 |
Accuracy | 49 |
Crit Chance | 30% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +32% |
Light | +29% |
Lightning | +27% |
Darkness | +11% |
Physical | +9% |
Mind | +11% |
All | +2% |
Offense: Damage Penetration
Acid | +10% |
Mind | +5% |
Physical | +38% |
Defense: Base
Armour (hardiness) | 70.723073231957 (100%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 14 |
Mental Save | 31 |
Defense: Resistances
Nature | + 18%( 70%) |
Lightning | + 70%( 70%) |
Light | + 25%( 70%) |
Temporal | + 28%( 70%) |
Cold | + 20%( 70%) |
Arcane | + 24%( 70%) |
Fire | + 41%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 42% |
Disarm Resistance | 31% |
Confusion Resistance | 10% |
Silence Resistance | 20% |
Stun Resistance | 62% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 458 damage for 3 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 458 damage for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 350 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 224 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.58 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Cioan. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lone alchemist from death by grave wight. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Lefotuth the uruivellas. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 Minotaur. * 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 |
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 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: 476. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. 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. | 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 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. * Grushnak Pride, near a small mountain range in the north west. * 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +10 Damage when hit (Melee): 4 physical / 10 cold Changes stats: +4 Dex Changes damage: +9% mind Maximum stamina: +30.00 Infravision radius: +3 A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +20 (+4 eff.) Critical mult.: +10.00% Physical save: +18 (+6 eff.) Mental save: +10 (+5 eff.) Light radius: +5 See stealth: +19 See invisible: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances: +15% lightning / +6% cold Changes damage: +18% lightning It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 18 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+6 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +9 Dex Changes resistances: +3% lightning / +3% nature / +5% arcane Silence immunity: +20% Maximum life: +60.00 Healing mod.: +20% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Fatigue: -6% Changes stats: +3 Str Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Maximum encumbrance: +26 Pinning immunity: +10% Stamina each turn: +3.00 Rings make your fingers look great! |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes resistances: +18% fire Changes resistances penetration: +5% mind / +10% physical Changes damage: +7% physical Life regen: +2.10 Healing mod.: +36% A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 acid Damage (radius 1) on hit: +8 lightning When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +10% acid / +13% physical Changes damage: +30% acid / +6% darkness Disarm immunity: +31% Massive two-handed mauls. |
On hands | ![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +11 Defense: +25 (+10 eff.) Fatigue: +5% Damage (Melee): 9 lightning Damage when hit (Melee): 8 mind / 4 fire Changes resistances: +7% lightning Changes damage: +7% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +16 Defense: +10 (+5 eff.) Fatigue: +22% Changes resistances: +23% lightning Changes resistances penetration: +15% physical Stamina each turn: +3.00 Maximum stamina: +30.00 A suit of armour made of metal plates. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +3 Defense: +7 (+4 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +12% light / +12% fire Stealth bonus: +7 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 Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes resistances: +22% lightning / +15% temporal Changes damage: +27% light / +3% darkness Talent mastery: +0.28 Technique / Combat techniques Pinning immunity: +32% Stun/Freeze immunity: +32% Knockback immunity: +30% Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Str Changes resistances: +13% temporal Pinning immunity: +24% Knockback immunity: +33% Amulets make your neck look great! |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 70 power out of 100/100. The very essence of bearness! |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+7 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+7 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 70 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 140 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 420 Base Damage: 210 Armor: 15 All Resist: 0 Activation puts all charms on cooldown for 18 turns. When used: * Heal for 43. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
Achievements
By Cioan the Cornac Berserker level 34
63rd Pyre 123rd year of Ascendancy at 20:12 see stats
By Cioan the Cornac Berserker level 34
61st Pyre 123rd year of Ascendancy at 22:15 see stats
By Cioan the Cornac Berserker level 37
62nd Dusk 123rd year of Ascendancy at 09:01 see stats
By Cioan the Cornac Berserker level 36
56th Dusk 123rd year of Ascendancy at 18:41 see stats
By Cioan the Cornac Berserker level 15
60th Dusk 122nd year of Ascendancy at 22:09 see stats
By Cioan the Cornac Berserker level 23
25th Regrowth 123rd year of Ascendancy at 03:18 see stats
By Cioan the Cornac Berserker level 11
21st Dusk 122nd year of Ascendancy at 00:41 see stats
By Cioan the Cornac Berserker level 35
67th Pyre 123rd year of Ascendancy at 17:30 see stats
By Cioan the Cornac Berserker level 21
10th Regrowth 123rd year of Ascendancy at 19:54 see stats
By Cioan the Cornac Berserker level 20
45th Haze 122nd year of Ascendancy at 22:57 see stats
By Cioan the Cornac Berserker level 24
71st Regrowth 123rd year of Ascendancy at 04:39 see stats
By Cioan the Cornac Berserker level 18
65th Dusk 122nd year of Ascendancy at 23:42 see stats
By Cioan the Cornac Berserker level 10
9th Mirth 122nd year of Ascendancy at 04:51 see stats
By Cioan the Cornac Berserker level 20
1st Haze 122nd year of Ascendancy at 01:09 see stats
By Cioan the Cornac Berserker level 30
47th Pyre 123rd year of Ascendancy at 17:11 see stats
By Cioan the Cornac Berserker level 20
46th Haze 122nd year of Ascendancy at 11:48 see stats
By Cioan the Cornac Berserker level 32
57th Pyre 123rd year of Ascendancy at 01:59 see stats
By Cioan the Cornac Berserker level 23
24th Regrowth 123rd year of Ascendancy at 14:03 see stats
By Cioan the Cornac Berserker level 36
67th Pyre 123rd year of Ascendancy at 23:35 see stats
By Cioan the Cornac Berserker level 34
61st Pyre 123rd year of Ascendancy at 22:07 see stats
By Cioan the Cornac Berserker level 8
3rd Mirth 122nd year of Ascendancy at 11:10 see stats
By Cioan the Cornac Berserker level 19
1st Haze 122nd year of Ascendancy at 01:09 see stats
By Cioan the Cornac Berserker level 13
50th Dusk 122nd year of Ascendancy at 14:01 see stats
By Cioan the Cornac Berserker level 19
1st Time of Equilibrium 122nd year of Ascendancy at 02:12 see stats
By Cioan the Cornac Berserker level 27
37th Pyre 123rd year of Ascendancy at 00:51 see stats
By Cioan the Cornac Berserker level 18
75th Dusk 122nd year of Ascendancy at 12:52 see stats
By Cioan the Cornac Berserker level 33
61st Pyre 123rd year of Ascendancy at 03:46 see stats
Log
You gain 1.25 gold from the transmogrification of elven-wood longbow.
You gain 1.25 gold from the transmogrification of stralite greatsword (46-74 power, 3 apr).
You gain 1.25 gold from the transmogrification of stralite greatsword (49-78 power, 3 apr).
You gain 1.25 gold from the transmogrification of stralite greatmaul (54-82 power, 3 apr).
You gain 2.38 gold from the transmogrification of stralite dagger of erosion (30-38 power, 9 apr).
You gain 1.25 gold from the transmogrification of stralite dagger (28-36 power, 9 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel dagger (18-23 power, 7 apr).
You gain 1.25 gold from the transmogrification of stralite battleaxe (42-63 power, 3 apr).
You gain 3.65 gold from the transmogrification of hateful stralite battleaxe (43-64 power, 3 apr).
You gain 4.69 gold from the transmogrification of elemental dwarven-steel battleaxe of projection (32-47 power, 2 apr).
You gain 0.50 gold from the transmogrification of stralite ring.
You gain 15.00 gold from the transmogrification of The Black Ring.
You gain 9.50 gold from the transmogrification of Fiery Choker.
You gain 1.50 gold from the transmogrification of stormshield rune of the sneak (threshold 19; blocks 5; dur 4; cd 12).
You gain 2.29 gold from the transmogrification of shielding rune of the warrior (absorb 673; dur 5; cd 15).
You gain 0.65 gold from the transmogrification of shatter afflictions rune (absorb 50; cd 15).
You gain 0.63 gold from the transmogrification of manasurge rune (regen 921% over 10 turns; mana 46; cd 13).
You gain 2.36 gold from the transmogrification of blink rune of the titan (range 7; phase 25; cd 11).
You gain 2.03 gold from the transmogrification of biting gale rune of the duelist (damage 169; dur 4; cd 22).
You gain 1.32 gold from the transmogrification of biting gale rune (damage 65; dur 4; cd 23).
You gain 1.50 gold from the transmogrification of wild infusion of the titan (res 31%; mental; dur 4; cd 10).
You gain 1.50 gold from the transmogrification of wild infusion of the sneak (res 29%; mental; dur 2; cd 12).
You gain 1.00 gold from the transmogrification of wild infusion (res 18%; physical; dur 2; cd 10).
You gain 1.06 gold from the transmogrification of regeneration infusion (heal 189; 15 cd).
You gain 1.61 gold from the transmogrification of regeneration infusion (heal 372; 14 cd).
You gain 5.61 gold from the transmogrification of heroism infusion of the titan (die at -601; dur 7; cd 35).
You gain 0.73 gold from the transmogrification of healing infusion (heal 77; cd 13).
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