Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Forbidden Cults 1.5.9Official 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.
Ignore Race/Class Locks 1.1.0Modifies 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: Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This 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 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Ogre |
Class | Writhing One |
Level / Exp | 16 / 31% |
Size | big |
Lifes / Deaths | Killed by snow giant boulder thrower at level 14 on the 26th Dusk 122nd year of Ascendancy at 01:09 2 / 3Killed by venom wyrm at level 16 on the 37th Dusk 122nd year of Ascendancy at 22:09 Killed by gwelgoroth at level 16 on the 38th Dusk 122nd year of Ascendancy at 03:13 |
Primary Stats
Strength | 32 (base 27) |
Dexterity | 15 (base 10) |
Constitution | 22 (base 20) |
Magic | 47 (base 43) |
Willpower | 10 (base 10) |
Cunning | 21 (base 10) |
Resources
Life | 476/476 |
Mana | 190/190 |
Insanity | 100/100 |
Positive | 95/95 |
Healing Factor | 1.24375 |
Regeneration | 1.0571875 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -56.302044129893% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 30.208522942576 |
See Invisible | 30.208522942576 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 52 |
Accuracy | 38 |
Crit Chance | 4% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +4% |
Lightning | +15% |
Darkness | +18% |
Cold | +10% |
Blight | +9% |
Physical | +12% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 39 |
Mental Save | 34 |
Defense: Resistances
Acid | + 5%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 26%( 70%) |
All | 0%( 70%) |
Lightning | + 38%( 70%) |
Light | + 3%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 15%( 70%) |
Fire | + 5%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 40% |
Bleed Resistance | 25% |
Stun Resistance | 35% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 62 with a minimum range of 15. Its effects scale with your Constitution 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 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 343 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Constitution by +2. | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the 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.' * You've found the needed honey tree root. * You've found the needed snow giant kidney. | active |
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! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within7 lumberjacks have died. | done |
Equipment
On feet | Boradil (0 def, 7 armour) Boradil (0 def, 7 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +12% physical Apr +1 ----- def ----- Armour +7 Fatigue +2% Resists +5% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern of clarity brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +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 | Hurichik (0 def, 3 armour) Hurichik (0 def, 3 armour)3.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +5% arcane Mind.save +6 (+3 eff.) Disarm- +5% ---------- misc Infravis +1 Telepathy Demon/Minor Demon/Major A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Blazefiend [power 100] (19/20 cooldown) Blazefiend [power 100] (19/20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +24% lightning Heal a target within range 6 (based on Willpower) for 100 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Aranarihir the gold ring Aranarihir the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Cun +4 Dex dps ---------- Dmg.mod +6% mind Res.pen +20% physical Acc +8 (+3 eff.) ----- def ----- Die.at -60.00 life ---------- misc Stam/turn +0.40 Rings can have magical properties. |
On fingers | savior's gold ring of frost (+20%) savior's gold ring of frost (+20%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +7 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+4 eff.) Rings can have magical properties. |
Around waist | rough leather belt 'Turyvor' rough leather belt 'Turyvor'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.crit +3% On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% fire +3% light +6% cold Spell.save +12 (+4 eff.) A belt that goes around your waist. |
In main hand | Armesus the Sootfoe (27.5-41.25 power, 2 apr) Armesus the Sootfoe (27.5-41.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 27.5 - 41.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Phasing +30% On Hit.r1 +4 darkness While equipped: dps ---------- Dmg.mod +9% darkness Acc +7 (+2 eff.) Melee Ret 16 physical ----- def ----- Defense +10 (+6 eff.) HP.reg +0.40 Disarm- +35% Massive two-handed mauls. |
On hands | Xibeth (0 def, 1 armour) Xibeth (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 5 acid Dmg.mod +4% acid ----- def ----- Armour +1 Resists +5% acid +5% arcane +9% lightning Die.at -40.00 life Cut- +25% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+4 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 50.94 physical damage, inflicting bleeding for another 25.47 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
Cloak | Hettadragozor the linen cloak (1 def, 0 armour) Hettadragozor the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Mind.save +20 (+9 eff.) HP.reg +0.20 Heal.mod +15% Heal/summ +10 ---------- misc Stam/turn +0.60 Max.psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
cleansing steel amulet cleansing steel amulet0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +10% nature +10% blight Poison- +28% Disease- +26% Amulets can have magical properties. |
psionicist's steel ring of fire (+26%) psionicist's steel ring of fire (+26%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +13% fire ----- def ----- Resists +26% fire Mind.save +6 (+3 eff.) Rings can have magical properties. |
hateful iron greatmaul of purging (17.5-26.25 power, 1 apr) hateful iron greatmaul of purging (17.5-26.25 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego+] Disrupt/Psionic Power 17.5 - 26.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 nature +9 darkness Against +9% Living On Hit: * 25% chance to remove a magical effect Massive two-handed mauls. |
steel mace 'Viperspire' (14-19.6 power, 3 apr) steel mace 'Viperspire' (14-19.6 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Nature Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +10 nature +8 temporal While equipped: dps ---------- Res.pen +5% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% mind Blunt and deadly. |
arcing iron waraxe (12-16.8 power, 2 apr) arcing iron waraxe (12-16.8 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+5 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
alchemist's rough leather gloves of strength (+3) (0 def, 1 armour) alchemist's rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str +2 Mag +3 Wil dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 4 acid 3 fire 3 cold 3 lightning ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating iron helm of strength (+2) (0 def, 3 armour) insulating iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 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. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of the zealot bright brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +6 (+2 eff.) ---------- misc 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. |
scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +6% fire ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
ash totem of thorny skin 'Gloralebeth' [power 27] (19/20 cooldown) ash totem of thorny skin 'Gloralebeth' [power 27] (19/20 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +2 Mag dps ---------- Crit.mult +5.00% Res.pen +10% arcane ---------- misc Max.mana +40.00 Talents +2 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 amethyst0.0 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. |
3 ametrine 3 ametrine0.0 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. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 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 OneOgre the Ogre Writhing One level 8
3rd Flare 122nd year of Ascendancy at 15:06 see stats
By OneOgre the Ogre Writhing One level 10
5th Dusk 122nd year of Ascendancy at 07:50 see stats
By OneOgre the Ogre Writhing One level 8
2nd Mirth 122nd year of Ascendancy at 05:17 see stats
By OneOgre the Ogre Writhing One level 16
37th Dusk 122nd year of Ascendancy at 11:57 see stats
Log
Bleeding from Worm that walks (servant of OneOgre) hits Urkis, the High Tempest for 13 physical damage.
Tentacle Constriction from OneOgre hits Iceblock for 6 acid, 25 arcane (30 total damage).
Thunderstorm hits OneOgre for (11 to ice), 17 lightning (17 total damage).
OneOgre is free from the ice.
Urkis, the High Tempest shrugs off the effect 'Dazed'!
Character control switched to worm that walks (servant of OneOgre).
Urkis, the High Tempest's Shock hits OneOgre for 158 lightning damage.
Urkis, the High Tempest's Shock killed OneOgre!
Worm that walks (servant of OneOgre) casts Worm Walk.
Worm that walks (servant of OneOgre) stops regenerating health quickly.
Bleeding from Worm that walks (servant of OneOgre) hits Urkis, the High Tempest for 13 physical damage.
Gwelgoroth casts Lightning.
Your hatred grows even as your life fades! (+21 hate)
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 18.
Character control switched to OneOgre.
Gwelgoroth hits Worm that walks (servant of OneOgre) for 120 lightning damage.
OneOgre the level 16 ogre writhing one was shocked to death by a gwelgoroth on level 2 of Tempest Peak.
You have 2 life(s) left.
OneOgre shrinks back.
OneOgre deactivates Constrict.
Urkis, the High Tempest is free from the tentacle constriction.
OneOgre deactivates Chaos Orbs.
The Hurricane around OneOgre dissipates.
OneOgre has finished recovering.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Gwelgoroth killed Worm that walks (servant of OneOgre)!
Saving done.