










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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! Allow Respec Anywhere 1.2.3Ignore 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.7.4Donators/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:
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 | Drem |
| Class | Cultist of Entropy |
| Level / Exp | 17 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 6 on the 22nd Voratun 122nd year of Ascendancy at 22:25 0 / 5Killed by Adadhemina the elven guard at level 12 on the 7th Profit 122nd year of Ascendancy at 10:18 Killed by Silita the bandit at level 15 on the 18th Profit 122nd year of Ascendancy at 20:41 Killed by The Possessed at level 16 on the 19th Profit 122nd year of Ascendancy at 12:36 Killed by The Possessed at level 16 on the 19th Profit 122nd year of Ascendancy at 14:48 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 52 (base 44) |
| Willpower | 13 (base 10) |
| Cunning | 43 (base 36) |
Resources
| Life | 493/493 |
| Insanity | 0/100 |
| Healing Factor | 1.172941519274 |
| Regeneration | 4.9850014569145 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
| See Invisible | 2 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 5 |
| Crit Chance | 11% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Lightning | +18% |
| Nature | +6% |
| Temporal | +5% |
| Blight | +10% |
| Acid | +10% |
| Fire | +16% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +8% |
| Light | +10% |
| Temporal | +8% |
| Fire | +5% |
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 31.832096104943 (30%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 2 |
| Physical Save | 28 |
| Spell Save | 28 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 3%( 70%) |
| Physical | + 21%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 9%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Stun Resistance | 20% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 360 damage for 5 turns. Its effects scale with your Magic 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: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Demented / Oblivion | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Revelation |
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 successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved Cunning 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 |
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 |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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 storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * You've found the needed length of troll intestine. | 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 |
Equipment
| On feet | pair of rough leather boots 'Siletta' (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to slow global speed by 41% Changes resistances: +3% blight Reduces incoming crit damage: 10.00% Spell save: +9 (+5 eff.) Stamina each turn: +2.00 Maximum stamina: +20.00 Infravision radius: +2 A pair of boots made of leather. |
| Light source | Shimmermortal the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +15 (+7 eff.) Armour: +4 Defense: +5 (+3 eff.) Changes resistances: +6% lightning Changes resistances penetration: +20% acid Only die when reaching: -40.00 life Maximum life: +43.00 Light radius: +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. |
| On head | linen wizard hat 'Mucusquick' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag Changes resistances: +9% nature / +6% temporal Spell save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| Tool | Lisalle (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +14% nature Changes damage: +6% nature Reduces incoming crit damage: 5.00% Physical save: +6 (+3 eff.) Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | CloudsteelCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Mag / +2 Cun / +1 Con Changes resistances penetration: +5% fire Changes damage: +18% lightning Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +21% Maximum life: +20.00 Rings make your fingers look great! |
| On fingers | Xanovea the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +6% mind / +2% physical Physical save: +3 (+2 eff.) Mental save: +3 (+1 eff.) Only die when reaching: -20.00 life Rings make your fingers look great! |
| Around waist | rough leather belt 'Chamyromirion'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% temporal Physical save: +9 (+5 eff.) Maximum life: +36.00 A belt that goes around your waist. |
| In main hand | Kor's Fall (100% power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.3 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 122.95 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% (246). 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. |
| On hands | rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +1 Changes stats: +2 Str 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. |
| Main armor | Arykalthokan the Brightburst (6 def, 13 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +13 Defense: +6 (+3 eff.) Fatigue: +7% Effects on melee hit: * 10 arcane resource burn Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +3% acid / +12% fire / +3% light / +12% physical Changes damage: +6% fire Life regen: +2.00 Maximum life: +45.00 Healing mod.: +11% A suit of armour made of leather. |
| Cloak | Glintripper the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Damage when hit (Melee): 10 blight Changes stats: +3 Mag Changes resistances penetration: +5% light Physical save: +6 (+3 eff.) Maximum vim: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Starspawn'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to reduce all saves and defense by 16 Changes stats: +4 Wil Changes resistances: +3% light / +7% physical Changes resistances penetration: +5% light Life regen: +2.00 Stamina each turn: +0.40 Light radius: +1 Amulets make your neck look great! |
Inventory
movement infusion of the titan (speed 488%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 488% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Glitterwrest the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +9% mind Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
Yaredraharadur (100% power, 2 apr, cold element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% physical Changes damage: +10% cold Talent granted: +1 Command Staff Critical mult.: +5.00% Mana each turn: +0.11 Maximum life: +20.00 Maximum mana: +32.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Branechik' (111% power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +12 (+6 eff.) Changes resistances: +6% temporal / +3% fire Maximum wards: +3 lightning Changes damage: +15% lightning Talents granted: +2 Ward +1 Command Staff Critical mult.: +10.00% Spell save: +9 (+5 eff.) Spellpower: +12 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (100% power, 2 apr, acid element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
rough leather belt 'Quenchveil'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +1 Cun Changes resistances penetration: +15% cold Life regen: +0.80 Maximum hate: +2.00 Healing mod.: +11% A belt that goes around your waist. |
Rags of the Sanctuary (0 def, 0 armour)2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.28 to 87.83 lightning damage (58.55 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
167 alchemist agate0.00 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. |
iron pickaxe 'Flowerwish' (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Dex Changes resistances: +6% nature Changes resistances penetration: +11% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Deepsgasher the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +1% physical Changes damage: +12% darkness Maximum stamina: +10.00 Light radius: +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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered 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. |
soothing iron torque of mindblast [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 36. Torques are made by powerful psionics to store psionic powers. |
Glytta the Boltquill [power 100] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +9% lightning Disarm immunity: +10% Stun/Freeze immunity: +10% Teleport immunity: +10% It can be used to fire a magical bolt dealing 100 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Karldho the Drem Cultist of Entropy level 10
25th Voratun 122nd year of Ascendancy at 14:00 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Karldho the Drem Cultist of Entropy level 16
19th Profit 122nd year of Ascendancy at 12:20 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Karldho the Drem Cultist of Entropy level 10
3rd Acquisition 122nd year of Ascendancy at 00:14 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Karldho the Drem Cultist of Entropy level 14
13rd Profit 122nd year of Ascendancy at 22:55 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Karldho the Drem Cultist of Entropy level 14
10th Profit 122nd year of Ascendancy at 15:46 see stats
Log
You gain 2.08 gold from the transmogrification of impenetrable steel mail armour of cold resistance (2 def, 11 armour).
You gain 1.82 gold from the transmogrification of impenetrable iron mail armour of acid resistance (2 def, 11 armour).
You gain 1.54 gold from the transmogrification of shielding linen wizard hat of darkness (+16%) (1 def, 0 armour).
You gain 8.50 gold from the transmogrification of rough leather cap 'Smearripper' (0 def, 1 armour).
You gain 0.80 gold from the transmogrification of iron helm of strength (+3) (0 def, 3 armour).
You gain 1.13 gold from the transmogrification of insulating iron helm of strength (+3) (0 def, 3 armour).
You gain 8.02 gold from the transmogrification of Islebeth (1 def, 0 armour).
You gain 7.73 gold from the transmogrification of Hailonslaught (0 def, 3 armour).
You gain 2.50 gold from the transmogrification of Flamewrought (0 def, 2 armour).
You gain 7.48 gold from the transmogrification of Vorariann (0 def, 1 armour).
You gain 1.27 gold from the transmogrification of mindwoven woollen robe of frost (+9%) (0 def, 0 armour).
You gain 1.29 gold from the transmogrification of mindwoven woollen robe of corrosion (+18%) (0 def, 0 armour).
You gain 0.10 gold from the transmogrification of linen cloak (1 def, 0 armour).
You gain 10.04 gold from the transmogrification of Ce'Nyratha the linen cloak (1 def, 0 armour).
You gain 5.26 gold from the transmogrification of cruel elm vilestaff of channeling (100% power, 2 apr, acid element).
You gain 10.22 gold from the transmogrification of Stokebane the elm starstaff (100% power, 2 apr, light element).
You gain 2.78 gold from the transmogrification of blazebringer's rough leather sling.
You gain 2.88 gold from the transmogrification of wyrm's mossy mindstar (72% power, 12 apr, nature damage).
You gain 2.79 gold from the transmogrification of epiphanous mossy mindstar (75% power, 12 apr, nature damage).
You gain 2.25 gold from the transmogrification of blooming vined mindstar of life (88% power, 18 apr, mind damage).
You gain 2.00 gold from the transmogrification of Eye of Winter (94% power, 18 apr, cold damage).
You gain 0.95 gold from the transmogrification of acidic iron longsword of massacre (113% power, 2 apr).
You gain 8.45 gold from the transmogrification of Manavon the Woebender (110% power, 1 apr).
You gain 14.89 gold from the transmogrification of steel greatmaul 'Fulolathazilabers' (132% power, 15 apr).
You gain 8.99 gold from the transmogrification of Delugen the Heatmight (130% power, 2 apr).
You gain 2.56 gold from the transmogrification of slime-covered steel battleaxe of erosion (118% power, 2 apr).
You gain 8.05 gold from the transmogrification of enhanced steel battleaxe (123% power, 2 apr).
You gain 0.63 gold from the transmogrification of healing infusion (heal 45; cd 12).
There is a way to the previous level here (press '' or right click to use).
You feel very confident walking into this place.













































































