











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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 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! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Archmage |
Level / Exp | 13 / 94% |
Size | big |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 15 (base 10) |
Magic | 57 (base 39) |
Willpower | 42 (base 28) |
Cunning | 24 (base 11) |
Resources
Life | 466/466 |
Mana | 322/322 |
Healing Factor | 1.0960311219418 |
Regeneration | 2.4660700243691 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25.85179503776% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
See Stealth | 5 |
See Invisible | 15 |
Offense: Mainhand
Damage | 20 |
Accuracy | 19 |
Crit Chance | 9% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 42 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Light | +12% |
Physical | +3% |
Fire | +28% |
All | 0% |
Offense: Damage Penetration
Fire | +15% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 24 |
Ranged Defense | 31 |
Fatigue | 5 |
Physical Save | 24 |
Spell Save | 40 |
Mental Save | 36 |
Defense: Resistances
Acid | + 6%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 19%( 70%) |
All | 0%( 70%) |
Lightning | + 8%( 70%) |
Light | + 27%( 70%) |
Physical | + 12%( 70%) |
Fire | + 20%( 70%) |
Mind | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 93% |
Confusion Resistance | 41% |
Disarm Resistance | 21% |
Stun Resistance | 56% |
Instadeath Resistance | 100% |
Blind Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 511% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (54 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 193 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Disruption Shield |
talent | Feather Wind |
talent | Arcane Power |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 |
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 must explore the renegade Shaloren camp. | active |
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 Magic by +5. | 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | failed |
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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Crit.mult +10.00% Spell.pwr +5 (+2 eff.) S.pwr/crit +6 Dmg.mod +6% fire ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +21% Confus- +11% ---------- misc Light +7 See.Stealth +5 See.Invis +6 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. 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 | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +15% fire ----- def ----- Armour +1 Fatigue +1% Resists +1% physical +3% fire Max.HP +60.00 Heal.mod +5% A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Armour +1 Resists +5% arcane +3% lightning Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life HP.reg +2.00 Disease- +20% Disarm- +21% 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. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Defense +5 (+3 eff.) Mind.save +12 (+5 eff.) Max.HP +80.00 Confus- +10% Def/telep +10 Res/telep +10% Dur/telep +10% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 108 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% light Acc +10 (+4 eff.) Apr +3 ----- def ----- Defense +15 (+8 eff.) Resists +24% light +3% mind Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Mag +5 Wil +5 Cun +2 Con dps ---------- Mind.pwr +7 (+3 eff.) Melee Ret 4 fire ----- def ----- Resists +12% fire ---------- misc Light +2 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Phys.crit +2.0% ----- def ----- Confus- +20% Stun/Frz- +10% Amulets make your neck look great! |
In main hand | ![]() 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +3% physical +10% fire Res.pen +15% physical Apr +1 ----- def ----- Resists +3% light Die.at -60.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +2 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +43.00 ---------- misc Mana/turn +0.16 Max.mana +23.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Ego++] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +11% physical +7% cold +5% fire +5% lightning Shield.near.proj +12 Proj.slow +10% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +12% fire ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold Crit.dmg- 5.00% Phys.save +6 (+3 eff.) ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +4 Str +3 Dex +3 Mag +4 Wil +3 Cun ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +34.00 A suit of armour made of leather. |
Inventory
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 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 164 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+11 eff.) Res.pen +5% physical ----- def ----- Defense +5 (+3 eff.) Crit.dmg- 5.00% Die.at -60.00 life Max.HP +38.00 Stun/Frz- +20% A belt that goes around your waist. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +9% fire Res.pen +5% lightning +10% fire Melee Ret 6 lightning 6 cold ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 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. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.crit +1% Mov.spd +25% Dmg.mod +3% arcane Res.pen +20% cold ----- def ----- Armour +1 Resists +6% cold ---------- misc Max.vim +10.00 A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+1 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Wil +3 Con dps ---------- Phys.pwr +10 (+7 eff.) Dmg.mod +3% nature +6% physical ----- def ----- Armour +3 Fatigue +5% Resists +1% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 30.7 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 9.0 T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Mind.pwr +20 (+8 eff.) Dmg.mod +3% mind ----- def ----- Armour +6 Fatigue +8% Resists +3% blight Mind.save +9 (+4 eff.) Max.HP +60.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Mind.crit +2% Dmg.mod +3% cold Res.pen +20% cold Apr +7 ---------- misc Psi/ret +0.16 Max.hate +4.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 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: ----- def ----- Resists +3% mind Heal.mod +15% Disarm- +10% Stun/Frz- +10% Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 176 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
By GOGA_KOLDUN the Ogre Archmage level 9
1st Flare 122nd year of Ascendancy at 02:38 see stats
By GOGA_KOLDUN the Ogre Archmage level 10
12nd Dusk 122nd year of Ascendancy at 23:19 see stats
By GOGA_KOLDUN the Ogre Archmage level 7
2nd Mirth 122nd year of Ascendancy at 10:38 see stats
Log
Rested for 5 turns (stop reason: all resources and life at maximum).
--------------------------------
Resting starts...
You are yanked out of this place!
Rested for 21 turns (stop reason: dialog is displayed).
--------------------------------
You gain 8.19 gold from the transmogrification of Hailumbra the brass lantern.
You gain 2.74 gold from the transmogrification of thought-forged quiver of elm arrows of wind (14/14, 14-20 power, 5 apr).
You gain 1.37 gold from the transmogrification of prismatic rough leather armour of temporal resistance (3 def, 2 armour).
You gain 6.27 gold from the transmogrification of Galen the Demonvein (0 def, 1 armour).
You gain 4.64 gold from the transmogrification of Cyrytta (0 def, 3 armour).
You gain 7.43 gold from the transmogrification of Murkrip (0 def, 1 armour).
You gain 6.23 gold from the transmogrification of Tidin the linen robe (0 def, 0 armour).
You gain 6.31 gold from the transmogrification of iron waraxe 'Blazequeller' (12-18 power, 2 apr).
You gain 1.55 gold from the transmogrification of horrifying mossy mindstar of clarity (2-3 power, 12 apr, mind damage).
You gain 4.83 gold from the transmogrification of Ivarin.
You gain 1.09 gold from the transmogrification of manasurge rune of the duelist (regen 701% over 10 turns; mana 35; cd 12).
There is a Ruins of Kor'Pul here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is a Derth (Town) here (press '' or right click to use).
--------------------------------
Resting starts...
Today is the 54th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Rested for 158 turns (stop reason: all resources and life at maximum).