Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 25 / 9% |
Size | huge |
Lifes / Deaths | Killed by Horned Horror at level 17 on the 16th Wealth 122nd year of Ascendancy at 20:33 2 / 4Killed by Horned Horror at level 17 on the 16th Wealth 122nd year of Ascendancy at 22:55 Killed by elven cultist at level 25 on the 27th Loss 122nd year of Ascendancy at 11:47 Killed by elven cultist at level 25 on the 27th Loss 122nd year of Ascendancy at 12:50 |
Primary Stats
Strength | 74 (base 44) |
Dexterity | 34 (base 10) |
Constitution | 58 (base 28) |
Magic | 24 (base 10) |
Willpower | 87 (base 45) |
Cunning | 34 (base 10) |
Resources
Life | 1200/1200 |
Stamina | 384/384 |
Equilibrium | 0 |
Healing Factor | 1.3201339505268 |
Regeneration | 22.226500667481 |
Speed
Mental | +5.9638696952478% |
Attack | +5.9638696952478% |
Movement | -62.968710796561% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 176 |
Accuracy | 48 |
Crit Chance | 18% |
APR | 8 |
Speed | 0.94 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 15% |
Speed | 0.94371789448234 |
Offense: Damage Bonus
Acid | +34% |
Blight | +10% |
Physical | +17% |
Cold | +10% |
All | +2% |
Darkness | +19% |
Lightning | +10% |
Mind | +20% |
Fire | +26% |
Nature | +14% |
Offense: Damage Penetration
Cold | +22% |
Lightning | +12% |
Acid | +27% |
Darkness | +32% |
Blight | +12% |
Physical | +12% |
Fire | +12% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 29 (30%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 5 |
Physical Save | 41 |
Spell Save | 36 |
Mental Save | 41 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 13%( 70%) |
Physical | + 23%( 70%) |
Cold | + 42%( 70%) |
All | + 13%( 70%) |
Lightning | + 19%( 70%) |
Light | + 15%( 70%) |
Mind | + 27%( 70%) |
Darkness | + 32%( 70%) |
Fire | + 34%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 71% |
Stun Resistance | 10% |
Disarm Resistance | 26% |
Poison Resistance | 20% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 34. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. 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.' * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed ice ant stinger. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of drakeskin leather boots 'Frozenseam' (0 def, 5 armour) pair of drakeskin leather boots 'Frozenseam' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +9 Str / +1 Mag / +10 Con Changes resistances: +3% cold Changes damage: +7% physical Critical mult.: +20.00% Mental crit. chance: +4% Size category: +1 A pair of boots made of leather. |
Light source | Tundradream the brass lantern Tundradream the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +3% lightning / +6% fire / +6% cold / +1% physical Changes resistances penetration: +10% cold Reduces incoming crit damage: 5.00% Knockback immunity: +20% Maximum life: +20.00 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 | Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Tool | soothing elm wand of shielding [power 116] (19/20 cooldown) soothing elm wand of shielding [power 116] (19/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Aratar the Lustrekill Aratar the LustrekillCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +15 (+4 eff.) Damage when hit (Melee): 8 mind Changes resistances: +9% mind Disarm immunity: +26% Pinning immunity: +21% Knockback immunity: +31% Stamina each turn: +1.00 Maximum life: +26.00 Light radius: +2 Rings make your fingers look great! |
On fingers | voratun ring 'Dagyrach' voratun ring 'Dagyrach'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 23% Changes stats: +7 Dex / +8 Wil / +7 Cun Changes damage: +12% acid Maximum psi: +20.00 Rings make your fingers look great! |
Around waist | Voidpiety the hardened leather belt Voidpiety the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 29% * 20% chance to reduce armor by 23% Changes stats: +5 Str / +3 Mag Changes resistances: +6% darkness Changes damage: +12% acid Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | Borugen the voratun battleaxe (59-88 power, 6 apr) Borugen the voratun battleaxe (59-88 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +20 (+5 eff.) Defense: +25 (+9 eff.) Changes stats: +10 Str / +17 Dex / +12 Mag / +16 Wil / +10 Cun / +12 Con Maximum stamina: +20.00 Massive two-handed battleaxes. |
On hands | Nohor the Sootstriker (0 def, 3 armour) Nohor the Sootstriker (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 10 fire Damage when hit (Melee): 8 darkness Changes resistances: +6% darkness / +8% fire Changes damage: +18% mind / +16% fire 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 | Rhygolin the hardened leather armour (9 def, 10 armour) Rhygolin the hardened leather armour (9 def, 10 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +12% acid / +8% mind / +3% light / +9% nature Mental save: +13 (+4 eff.) Poison immunity: +20% Psi when hit: +0.08 A suit of armour made of leather. |
Cloak | Ulurion the Willowstalker (3 def, 5 armour) Ulurion the Willowstalker (3 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Changes stats: +2 Str / +2 Dex / +5 Wil / +2 Con Changes resistances: +9% acid / +16% cold / +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Ebonyglamour the voratun amulet Ebonyglamour the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 4 darkness Changes resistances: +9% darkness / +6% fire Changes resistances penetration: +20% darkness / +15% acid Changes damage: +9% darkness Life regen: +3.00 Amulets make your neck look great! |
Inventory
regeneration infusion of the sneak (heal 206; 13 cd) regeneration infusion of the sneak (heal 206; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 206 life over 5 turns. Its effects scale with your Cunning 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. |
shatter afflictions rune (absorb 20; cd 17) shatter afflictions rune (absorb 20; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 20 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 311; dur 5; cd 18) shielding rune of the psychic (absorb 311; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 create a protective shield absorbing at most 311 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 272; dur 3; cd 16) shielding rune of the warrior (absorb 272; dur 3; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. quiver of elven-wood arrows 'Arcvein' (22/22, 46-64 power, 14 apr)quiver of elven-wood arrows 'Arcvein' (22/22, 46-64 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +27 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 Damage (Ranged): +20 lightning / +20 fire Arrows are used with bows to pierce your foes to death. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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 Chest 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. |
evasive ash totem of healing [power 188] (19/15 cooldown) evasive ash totem of healing [power 188] (19/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. powerful yew wand of conjuration [power 230] (19/15 cooldown)powerful yew wand of conjuration [power 230] (19/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a magical bolt dealing 253 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By thug the Dwarf Wyrmic level 22
26th Dearth 122nd year of Ascendancy at 10:17 see stats
By thug the Dwarf Wyrmic level 20
30th Wealth 122nd year of Ascendancy at 05:30 see stats
By thug the Dwarf Wyrmic level 21
10th Dearth 122nd year of Ascendancy at 15:39 see stats
By thug the Dwarf Wyrmic level 18
20th Wealth 122nd year of Ascendancy at 15:27 see stats
By thug the Dwarf Wyrmic level 25
18th Loss 122nd year of Ascendancy at 10:00 see stats
By thug the Dwarf Wyrmic level 10
20th Profit 122nd year of Ascendancy at 02:01 see stats
By thug the Dwarf Wyrmic level 20
27th Wealth 122nd year of Ascendancy at 00:16 see stats
By thug the Dwarf Wyrmic level 22
24th Dearth 122nd year of Ascendancy at 05:25 see stats
By thug the Dwarf Wyrmic level 24
16th Loss 122nd year of Ascendancy at 09:36 see stats
By thug the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 18:01 see stats
By thug the Dwarf Wyrmic level 8
15th Profit 122nd year of Ascendancy at 09:36 see stats
By thug the Dwarf Wyrmic level 7
3rd Profit 122nd year of Ascendancy at 21:03 see stats
By thug the Dwarf Wyrmic level 25
18th Loss 122nd year of Ascendancy at 10:14 see stats
By thug the Dwarf Wyrmic level 18
17th Wealth 122nd year of Ascendancy at 22:44 see stats
Log
Elven blood mage receives 27 healing from Elven blood mage's Blood Grasp.
Thug activates his soothing elm wand of shielding!
A shield forms around thug.
thug gains 1% of a turn from Ancestral Life.
thug receives 43 healing.
Elven warrior misses thug.
Elven warrior casts Rune: Shielding.
A shield forms around elven warrior.
Elven mage casts Earthen Missiles.
Elven mage's spell attains critical power!
Elven blood mage casts Drain.
Your shield crumbles under the damage!
The shield around thug crumbles.
Emubeth the mean looking elven guard uses Steady Shot.
Thug is free from the rotting disease.
Elven blood mage hits thug for (116 absorbed), 35 blight (35 total damage).
Weakness Disease from Elven cultist hits thug for 44 blight damage.
Thug uses Lightning Speed.
Thug turns into pure lightning!
Elven cultist casts Drain.
Elven cultist hits thug for 110 blight damage.
Elven cultist casts Drain.
Elven cultist hits thug for 131 blight damage.
thug the level 25 dwarf wyrmic was plagued to death by an elven cultist on level 1 of Dark crypt.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elven cultist killed thug!