










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 | Ogre |
| Class | Berserker |
| Level / Exp | 33 / 69% |
| Size | gargantuan |
| Lifes / Deaths | Killed by ultimate gwelgoroth at level 15 on the 16th Haze 122nd year of Ascendancy at 07:47 0 / 7Killed by worm that walks at level 18 on the 30th Haze 122nd year of Ascendancy at 20:13 Killed by Celia at level 21 on the 73rd Regrowth 123rd year of Ascendancy at 07:16 Killed by Lisytira the ultimate gwelgoroth at level 21 on the 79th Regrowth 123rd year of Ascendancy at 08:11 Killed by The Master at level 24 on the 8th Pyre 123rd year of Ascendancy at 00:25 Killed by ghoulking at level 24 on the 8th Pyre 123rd year of Ascendancy at 02:41 Killed by armoured skeleton warrior at level 33 on the 6th Pyre 124th year of Ascendancy at 20:01 |
Primary Stats
| Strength | 128 (base 60) |
| Dexterity | 44 (base 21) |
| Constitution | 74 (base 60) |
| Magic | 12 (base 10) |
| Willpower | 43 (base 10) |
| Cunning | 40 (base 10) |
Resources
| Life | -297/1144 |
| Stamina | 230/318 |
| Healing Factor | 1.3951680505321 |
| Regeneration | 7.3403932292171 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 7 |
| See Stealth | 21 |
| See Invisible | 18 |
Offense: Mainhand
| Damage | 231 |
| Accuracy | 69 |
| Crit Chance | 31% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +23% |
| Blight | +18% |
| Nature | +21% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Acid | +20% |
| Temporal | +25% |
| Fire | +5% |
| Physical | +38% |
| Cold | +25% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 85.723073231957 (96.438666929426%) |
| Defense | 42 |
| Ranged Defense | 46 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 55 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Light | + 35%( 70%) |
| Nature | + 20%( 70%) |
| Darkness | + 54%( 70%) |
| Fire | + 60%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 13% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 66% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -959 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1918 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 621 damage for 6 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Strength 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
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| Technique / Bloodthirst | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Polylaith the cold drake. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by ghoul. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by fox. Escort: lost defiler (level 4 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Ce'Nomiba the large white snake. Escort: temporal explorer (level 3 of Old Forest) | failed |
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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. | 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. * 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. | done |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 dwarven-steel boots 'Tachik' (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +15 (+3 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Str / +4 Wil / +2 Cun Critical mult.: +20.00% Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +9 (+3 eff.) Stamina each turn: +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Arymakor the RainstunCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +4 Cun / +2 Wil Changes resistances: +6% acid Changes resistances penetration: +25% cold Light radius: +8 Infravision radius: +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Flowerstrider' (0 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Armour: +20 Fatigue: +4% Changes stats: +5 Dex / +2 Con Changes resistances penetration: +10% lightning / +10% physical / +10% nature Physical save: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | drakeskin leather gloves 'Dairedrarim' (25 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +30 (+7 eff.) Physical power: +11 (+2 eff.) Armour: +3 Defense: +25 (+9 eff.) Changes stats: +4 Str / +7 Con Changes resistances penetration: +20% acid / +15% physical Maximum stamina: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +31.00 Maximum stamina: +19.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Sootgrind of the BlightspawnInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects when hit in melee: * 29% chance to reduce strength, dexterity, and constitution by 6 * 30% chance to reduce damage dealt by 24% Changes stats: +7 Cun / +13 Wil Changes resistances: +28% acid / +9% darkness Changes damage: +14% acid Mental save: +12 (+4 eff.) Hate when firing a critical mind attack: +2.00 Mindpower: +31 (+11 eff.) Rings make your fingers look great! |
| On fingers | Kiroddadur the StokepassionPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Changes resistances: +15% fire Changes resistances penetration: +25% temporal Changes damage: +18% blight / +6% fire Blindness immunity: +34% Infravision radius: +5 See stealth: +21 See invisible: +18 Rings make your fingers look great! |
| Around neck | Xalaith the stralite amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +1 Str / +4 Dex / +6 Wil Changes resistances: +3% fire / +23% light / +17% darkness Mental save: +11 (+4 eff.) Blindness immunity: +32% Confusion immunity: +13% Mindpower: +9 (+3 eff.) Amulets make your neck look great! |
| In main hand | stralite greatsword 'Brandsaw' (59-94 power, 3 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 59.0 - 94.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +4 acid Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +4 fire Damage against: +12% Unnatural When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +13 Damage when hit (Melee): 4 acid Changes resistances: +6% acid Changes resistances penetration: +5% fire / +13% physical Changes damage: +9% acid Massive two-handed swords. |
| Around waist | hardened leather belt 'Plaguepython'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Damage when hit (Melee): 10 nature Changes stats: +5 Str / +2 Dex / +2 Cun / +5 Con Changes resistances: +6% nature Changes damage: +21% nature Reduces incoming crit damage: 15.00% Physical save: +11 (+3 eff.) Light radius: +3 Size category: +1 A belt that goes around your waist. |
| In off hand | Blackfire Aegis (8 def, 18 armour, 235 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +18 Defense: +8 (+3 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+2 eff.) This rugged stone shield flickers with bursts of pitch black flame. |
| Cloak | Silyta (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +20 (+4 eff.) Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 15% Changes stats: +5 Cun / +3 Dex Critical mult.: +15.00% Physical save: +12 (+4 eff.) Hate when firing a critical mind attack: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable dwarven-steel plate armour of command (8 def, 23 armour)Requires: - Massive armour training - Strength 35 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +23 Defense: +8 (+3 eff.) Fatigue: +22% Changes stats: +3 Cun Mental save: +15 (+5 eff.) A suit of armour made of metal plates. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 60.93 physical damage and 147.46 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the psychic (heal 494; 15 cd) 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 494 life over 5 turns. Its effects scale with your Willpower 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
This item will automatically be transmogrified when you leave the level.Icy Kill (35-46 power, 10 apr) Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
This item will automatically be transmogrified when you leave the level.cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +3 Con Changes damage: +5% arcane Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.barbed quiver of elven-wood arrows of grasping (20/20, 62-88 power, 14 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 62.5 - 87.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +16.5% Capacity: 20 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 193 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 318 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.sapper's dwarven-steel pickaxe (dig speed 25 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +2 Str / +3 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.dreamer's alchemist's lamp Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +5 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +4% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Duranix the Ogre Berserker level 30
54th Dusk 123rd year of Ascendancy at 14:10 see stats
Brave new world
Went to the Far East and took part in the war.By Duranix the Ogre Berserker level 33
12nd Regrowth 124th year of Ascendancy at 03:29 see stats
Bringer of Doom
Killed a Bringer of Doom.By Duranix the Ogre Berserker level 19
6th Allure 123rd year of Ascendancy at 08:42 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Duranix the Ogre Berserker level 21
3rd Regrowth 123rd year of Ascendancy at 19:02 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Duranix the Ogre Berserker level 32
35th Haze 123rd year of Ascendancy at 04:04 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Duranix the Ogre Berserker level 33
6th Pyre 124th year of Ascendancy at 17:38 see stats
Exterminator
Killed 1000 creatures.By Duranix the Ogre Berserker level 18
30th Haze 122nd year of Ascendancy at 05:11 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Duranix the Ogre Berserker level 19
31st Haze 122nd year of Ascendancy at 04:27 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Duranix the Ogre Berserker level 30
41st Dusk 123rd year of Ascendancy at 13:55 see stats
Level 10
Got a character to level 10.By Duranix the Ogre Berserker level 10
3rd Summertide 122nd year of Ascendancy at 19:46 see stats
Level 20
Got a character to level 20.By Duranix the Ogre Berserker level 20
6th Allure 123rd year of Ascendancy at 08:42 see stats
Level 30
Got a character to level 30.By Duranix the Ogre Berserker level 30
39th Dusk 123rd year of Ascendancy at 19:20 see stats
Size is everything
Did over 1500 damage in one attack.By Duranix the Ogre Berserker level 30
31st Haze 123rd year of Ascendancy at 01:11 see stats
Size matters
Did over 600 damage in one attack.By Duranix the Ogre Berserker level 19
68th Haze 122nd year of Ascendancy at 19:06 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Duranix the Ogre Berserker level 32
9th Allure 124th year of Ascendancy at 08:13 see stats
That was close
Killed your target while having only 1 life left.By Duranix the Ogre Berserker level 18
30th Haze 122nd year of Ascendancy at 20:10 see stats
The Arena
Unlocked Arena mode.By Duranix the Ogre Berserker level 8
10th Mirth 122nd year of Ascendancy at 04:34 see stats
The secret city
Discovered the truth about mages.By Duranix the Ogre Berserker level 8
6th Mirth 122nd year of Ascendancy at 02:35 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Duranix the Ogre Berserker level 26
11st Pyre 123rd year of Ascendancy at 08:32 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Duranix the Ogre Berserker level 16
21st Haze 122nd year of Ascendancy at 15:24 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Duranix the Ogre Berserker level 24
8th Pyre 123rd year of Ascendancy at 04:37 see stats
Log
Armoured skeleton warrior's armor corrodes!
Armoured skeleton warrior is dazed!
Armoured skeleton warrior's magic has been disrupted.
Armoured skeleton warrior is stunned!
Armoured skeleton warrior is not dazed anymore.
Duranix hits Armoured skeleton warrior for 203 physical, 2 acid, 5 fire, 174 physical, 2 acid, 5 fire (390 total damage).
Talent Death Dance is ready to use.
Skeleton master archer uses Bone Armour.
A shield forms around skeleton master archer.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Armoured skeleton warrior hits Duranix for 37 physical, 4 nature (41 total damage).
Melee retaliation hits Armoured skeleton warrior for 19 darkness, 19 fire, 10 nature, 4 acid, 3 cold (55 total damage).
Duranix uses Death Dance.
Armoured skeleton warrior is dazed!
Armoured skeleton warrior's magic has been disrupted.
Duranix hits Armoured skeleton warrior for 599 physical damage.
Duranix hits Armoured skeleton warrior for 4 fire, 394 physical, 1 acid, 4 fire (403 total damage).
Duranix killed Armoured skeleton warrior!
Skeleton master archer uses Pinning Shot.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior is not dazed anymore.
Armoured skeleton warrior is weakened by the darkness!
Armoured skeleton warrior is afflicted by a crippling illness!
Duranix is stunned!
Melee retaliation hits Armoured skeleton warrior for 19 darkness, 20 fire, 10 nature, 3 acid, 3 cold, 19 darkness, 20 fire, 10 nature, 3 acid, 3 cold (110 total damage).
Armoured skeleton warrior hits Duranix for 2 physical, 37 physical (38 total damage).
Duranix the level 33 ogre berserker was decapitated to death by an armoured skeleton warrior on level 2 of Vor Armoury.
Duranix no longer revels in blood quite so much.


































































