











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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 | Normal Exploration |
| Sex | Male |
| Race | Shalore |
| Class | Reaver |
| Level / Exp | 17 / 29% |
| Size | big |
| Lifes / Deaths | Killed by red crystal at level 2 on the 76th Pyre 122nd year of Ascendancy at 01:00 / 31Killed by thief at level 5 on the 7th Dusk 122nd year of Ascendancy at 14:42 Killed by giant venus flytrap at level 8 on the 9th Dusk 122nd year of Ascendancy at 05:48 Killed by The Possessed at level 9 on the 12nd Dusk 122nd year of Ascendancy at 20:18 Killed by Ce'Neda the skeleton warrior at level 11 on the 20th Dusk 122nd year of Ascendancy at 10:13 Killed by degenerated skeleton archer at level 11 on the 20th Dusk 122nd year of Ascendancy at 18:01 Killed by Xanebeth the skeleton archer at level 12 on the 21st Dusk 122nd year of Ascendancy at 00:05 Killed by skeleton magus at level 12 on the 21st Dusk 122nd year of Ascendancy at 01:11 Killed by Urulude the dwarf at level 12 on the 23rd Dusk 122nd year of Ascendancy at 13:29 Killed by Rodaknu the dwarf at level 12 on the 23rd Dusk 122nd year of Ascendancy at 14:39 Killed by Cyruriawyn the assassin at level 13 on the 43rd Dusk 122nd year of Ascendancy at 15:55 Killed by ogre rune-spinner at level 14 on the 53rd Dusk 122nd year of Ascendancy at 04:12 Killed by ogre rune-spinner at level 14 on the 53rd Dusk 122nd year of Ascendancy at 05:25 Killed by ogric abomination at level 14 on the 53rd Dusk 122nd year of Ascendancy at 09:22 Killed by ogre warmaster at level 14 on the 53rd Dusk 122nd year of Ascendancy at 11:44 Killed by poison spore at level 14 on the 53rd Dusk 122nd year of Ascendancy at 15:42 Killed by poison spore at level 14 on the 53rd Dusk 122nd year of Ascendancy at 16:33 Killed by ogric abomination at level 14 on the 53rd Dusk 122nd year of Ascendancy at 18:47 Killed by degenerated ogric mass at level 15 on the 54th Dusk 122nd year of Ascendancy at 01:50 Killed by ogre mauler at level 15 on the 54th Dusk 122nd year of Ascendancy at 12:56 Killed by ogric abomination at level 15 on the 54th Dusk 122nd year of Ascendancy at 21:29 Killed by ogre pounder at level 15 on the 54th Dusk 122nd year of Ascendancy at 23:06 Killed by poison ooze at level 15 on the 55th Dusk 122nd year of Ascendancy at 05:54 Killed by ogre rune-spinner at level 15 on the 55th Dusk 122nd year of Ascendancy at 07:42 Killed by giant spider at level 16 on the 55th Dusk 122nd year of Ascendancy at 10:18 Killed by war hound at level 16 on the 55th Dusk 122nd year of Ascendancy at 11:52 Killed by poison spore at level 16 on the 55th Dusk 122nd year of Ascendancy at 16:06 Killed by poison spore at level 16 on the 55th Dusk 122nd year of Ascendancy at 17:38 Killed by poison spore at level 16 on the 55th Dusk 122nd year of Ascendancy at 19:16 Killed by ogre mauler at level 16 on the 56th Dusk 122nd year of Ascendancy at 05:36 Killed by ogre mauler at level 16 on the 56th Dusk 122nd year of Ascendancy at 15:11 |
Primary Stats
| Strength | 40 (base 42) |
| Dexterity | 24 (base 11) |
| Constitution | 21 (base 18) |
| Magic | 33 (base 26) |
| Willpower | 17 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | 399/399 |
| Vim | 178/178 |
| Healing Factor | 1.094804467222 |
| Regeneration | 2.4633100512496 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 47 |
| Crit Chance | 17% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 47 |
| Crit Chance | 9% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Blight | +12% |
| Mind | +6% |
| Cold | +21% |
| Fire | +15% |
Offense: Damage Penetration
| Cold | +25% |
Defense: Base
| Armour (hardiness) | 29.511077022655 (89.749889547741%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 30 |
| Physical Save | 26 |
| Spell Save | 23 |
| Mental Save | 22 |
Defense: Resistances
| Lightning | + 17%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 12%( 70%) |
| Blight | + 5%( 70%) |
| Darkness | + 6%( 70%) |
| Acid | + 19%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 46% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: 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. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 5 light, 5 fire, 4 arcane, 3 cold |
Class Talents
| Corruption / Scourge | 1.50 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Ruin |
| talent | Secrets of the Eternals |
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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin! | active |
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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed minotaur nose. * You've found the needed honey tree root. | active |
Equipment
| On feet | Icewreck the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 cold Changes resistances: +5% lightning / +6% temporal Changes damage: +9% darkness / +15% cold A pair of boots made of leather. |
| Light source | brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +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. |
| On head | Glaresmash the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +3% light Changes damage: +15% fire Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Eilinerewyn' (15 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +10 (+4 eff.) Armour: +2 Defense: +15 (+8 eff.) Fatigue: +3% Damage (Melee): 7 blight Changes resistances: +5% blight Changes damage: +3% blight Critical mult.: +5.00% Physical save: +6 (+3 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +25% Life regen: +2.00 Stamina each turn: +0.70 Maximum stamina: +19.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elm totem of summon tentacle [power 100] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 211 Base Damage: 104 Armor: 3 All Resist: 0 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +21.00 Rings make your fingers look great! |
| On fingers | titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | gold amulet 'Hazerune'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex / +1 Wil Changes resistances penetration: +25% cold Changes damage: +6% mind / +6% cold Equilibrium when hit: +0.08 Mental crit. chance: +1% Amulets make your neck look great! |
| In main hand | Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| Around waist | grounding rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% lightning / +6% temporal Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | dwarven-steel mace of amnesia (26-36 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Blunt and deadly. |
| Cloak | regal linen cloak of Eldoral (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex / +3 Wil / +1 Cun Mental save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gilyregozor the Thunderburst (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +19% acid / +6% darkness / +6% lightning Changes damage: +9% blight Critical mult.: +5.00% Spell save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 A suit of armour made of metal plates. |
Inventory
Nimbuspall the steel longsword (13-18 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 25% * 18% chance to reduce all saves and defense by 11 Damage (Melee): +5 mind When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes resistances: +21% lightning / +3% mind Changes resistances penetration: +10% lightning Changes damage: +3% mind Sharp, long, and deadly. |
Sleetbutcher (16-22 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +4 cold When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+3 eff.) Changes resistances: +9% acid / +8% lightning / +10% cold / +8% fire / +3% all Changes resistances penetration: +10% cold Changes damage: +3% darkness / +9% cold Spell save: +5 (+2 eff.) Disarm immunity: +22% Sharp, long, and deadly. |
hateful steel longsword of massacre (18-25 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +5% Living Sharp, long, and deadly. |
blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Stealth bonus: +6 A belt that goes around your waist. |
iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
2 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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Rimeveil' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 cold Changes stats: +5 Str / +2 Cun Changes resistances: +3% cold When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 239/400. 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. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
cleansing elm wand of conjuration [power 100] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 100 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
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. |
4 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 (Exploration mode)
Got a character to level 10.By Ogre unlocker the Shalore Reaver level 10
12nd Dusk 122nd year of Ascendancy at 20:23 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By Ogre unlocker the Shalore Reaver level 14
45th Dusk 122nd year of Ascendancy at 12:57 see stats
Log
Talent Rune: Shielding is ready to use.
Space around you starts to dissolve...
Resting starts...
Ogre unlocker is no longer surging arcane power.
Talent Rune: Mirror Image is ready to use.
Talent Grace of the Eternals is ready to use.
Rested for 27 turns (stop reason: all resources and life at maximum).
You are yanked out of this place!
You gain 15.25 gold from the transmogrification of quick dwarven-steel torque of gale force [power 180] (11 cooldown).
You gain 2.69 gold from the transmogrification of impenetrable dwarven-steel mail armour of stability (3 def, 17 armour).
You gain 2.70 gold from the transmogrification of insulating dwarven-steel helm of trickery (0 def, 4 armour).
You gain 10.27 gold from the transmogrification of Saladavea the Oakspawner (2 def, 0 armour).
You gain 1.05 gold from the transmogrification of pair of hardened leather boots of evasion (8 def, 3 armour).
You gain 5.58 gold from the transmogrification of shimmering cashmere robe of alchemy (0 def, 0 armour).
You gain 0.50 gold from the transmogrification of vined mindstar (4-4 power, 18 apr, nature damage).
You gain 1.73 gold from the transmogrification of flaming dwarven-steel mace of massacre (36-50 power, 4 apr).
You gain 25.00 gold from the transmogrification of Astelrid's Clubstaff (45-68 power, 4 apr).
You gain 0.50 gold from the transmogrification of steel battleaxe (22-33 power, 2 apr).
You gain 7.87 gold from the transmogrification of conjurer's gold ring of luminosity.
You gain 1.85 gold from the transmogrification of shielding rune of the sneak (absorb 153; dur 5; cd 17).
You gain 1.15 gold from the transmogrification of acid wave rune (damage 30; dur 4; cd 18).
You gain 0.62 gold from the transmogrification of healing infusion (heal 42; cd 13).
There is a Door to an old Conclave vault 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.









































































