









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Ogre |
Class | Anorithil |
Level / Exp | 15 / 56% |
Size | big |
Lifes / Deaths | Killed by Celia at level 15 on the 1st Haze 122nd year of Ascendancy at 03:45 / 1 |
Primary Stats
Strength | 19 (base 13) |
Dexterity | 14 (base 10) |
Constitution | 22 (base 15) |
Magic | 46 (base 41) |
Willpower | 22 (base 10) |
Cunning | 32 (base 25) |
Resources
Life | -40/377 |
Positive | 37/92 |
Negative | 2/92 |
Healing Factor | 1.1024166372473 |
Regeneration | 2.4804374338064 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 8.8817841970013E-16 |
See Invisible | 15 |
Offense: Barehand
Damage | 14 |
Accuracy | 17 |
Crit Chance | 11% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Nature | +15% |
Darkness | +11% |
Light | +9% |
Fire | +20% |
Cold | +11% |
Arcane | +9% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Light | +25% |
Arcane | +20% |
Defense: Base
Armour (hardiness) | 1 (30%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 33 |
Mental Save | 21 |
Defense: Resistances
Arcane | + 16%( 70%) |
Mind | + 10%( 70%) |
All | + 7%( 70%) |
Lightning | + 17%( 70%) |
Light | + 15%( 70%) |
Temporal | + 13%( 70%) |
Darkness | + 25%( 70%) |
Cold | + 27%( 70%) |
Fire | + 27%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Star fury | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
beneficial effect | Improves/gives invisibility (power 9), reducing damage dealt by 40%. Invisibility |
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 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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost sun paladin from death by thief. Escort: lost sun paladin (level 2 of Trollmire) | failed |
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 talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within9 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Mag +2 Con dps ---------- Spell.crit +1% Spell.pwr +5 (+2 eff.) ----- def ----- Armour +1 Spell.save +3 (+1 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +40.00 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +10% nature Res.pen +5% light ----- def ----- Defense +1 (+0 eff.) Resists +15% nature +9% light A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Dex +1 Wil +1 Con dps ---------- Dmg.mod +3% fire ---------- misc See.Invis +12 Project a gust of wind in a cone knocking enemies back 7 spaces and dealing 69 physical damage Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +11% fire Res.pen +20% light Melee Ret 2 light ----- def ----- Resists +5% arcane +22% fire Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +11% cold Res.pen +20% arcane Acc +8 (+5 eff.) Apr +9 Melee Ret 4 blight ----- def ----- Defense +8 (+4 eff.) Resists +22% cold Phys.save +6 (+3 eff.) Cannot be unequipped or rerolled until level 18. 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 Puts all charms on 1 cooldown "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? |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 1/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 179 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Main armor | ![]() 2.0 T1 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% fire +11% darkness +9% arcane ----- def ----- Resists +5% arcane +16% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Dex +4 Wil +1 Con dps ---------- Dmg.mod +6% mind ----- def ----- Resists +6% lightning +3% nature Crit.dmg- 5.00% ---------- misc Light +3 See.Invis +3 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. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +31 (+11 eff.) Resists +3% darkness +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +5% lightning +6% temporal Mind.save +5 (+3 eff.) A belt that goes around your waist. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd 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 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 cold, 3 darkness, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 124 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +20% ---------- misc Masteries +0.11 Celestial/Sunlight Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% mind Confus- +20% ---------- misc Masteries +0.10 Celestial/Chants Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 68.15 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (136). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Str +1 Mag +2 Wil dps ---------- Dmg.mod +3% arcane ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +3% acid Res.pen +20% lightning Melee Ret 10 acid 4 fire 4 lightning ----- def ----- Armour +9 Fatigue +3% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Mag +2 Wil +4 Cun +1 Con +6 Lck ----- def ----- Armour +1 Resists +3% mind Stealth +5 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +15 (+9 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% darkness Phasing +30% Melee Ret 2 arcane ----- def ----- Resists +9% darkness Phys.save +7 (+3 eff.) Heal.mod +10% ---------- misc Light +3 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Con dps ---------- Crit.mult +10.00% ----- def ----- Defense +5 (+2 eff.) ---------- misc Max.stam +20.00 Light +5 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 241/400 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% nature +5% acid ----- def ----- Resists +6% cold +9% fire +3% nature +5% arcane Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 63 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 13 lightning damage and will be dazed for 1 turn (69 total damage) Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +3% lightning Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Baler the Ogre Anorithil level 13
16th Dusk 122nd year of Ascendancy at 19:23 see stats
By Baler the Ogre Anorithil level 10
3rd Dusk 122nd year of Ascendancy at 14:16 see stats
By Baler the Ogre Anorithil level 11
5th Dusk 122nd year of Ascendancy at 17:00 see stats
By Baler the Ogre Anorithil level 8
1st Summertide 122nd year of Ascendancy at 06:58 see stats
Log
Dire Plague from Ivulrama the vampire lord hits Baler for 13 darkness damage.
Something hits Something for (22 absorbed), 28 darkness (28 total damage).
Something hits Something for 50 darkness damage.
Something misses Baler.
A shield forms around Baler.
Baler receives 21 healing from Something.
Baler switches her weapons to: unarmed.
Your shield crumbles under the damage!
The shield around Baler crumbles.
Something hits Baler for (21 absorbed), 71 physical, 10 acid, 12 lightning, 33 temporal (125 total damage).
Baler is no longer out of phase.
Space restabilizes around you.
Talent Totality is ready to use.
Dire Plague from Ivulrama the vampire lord hits Baler for 19 darkness damage.
Something hits Baler for 51 light damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Baler receives 241 healing.
Something hits Baler for 75 darkness damage.
Baler is no longer pinned.
Baler is free from the dire plague.
Talent Moonlight Ray is ready to use.
Baler shrugs off Something's 'Rotting Disease'!
Something hits Baler for 26 physical, 36 temporal (63 total damage).
Something hits Baler for 42 light damage.
Something hits Baler for 199 darkness damage.
Baler the level 15 ogre anorithil was shadowed to death by Celia on level 2 of Last Hope Graveyard.
Baler vanishes from sight.