










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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 | Infinite |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 23 / 1% |
| Size | medium |
| Lifes / Deaths | Killed by greater mummy at level 15 on the 9th Flare 122nd year of Ascendancy at 21:45 0 / 6Killed by Islumina the dreaming horror at level 18 on the 9th Dusk 122nd year of Ascendancy at 05:08 Killed by Islumina the dreaming horror at level 18 on the 9th Dusk 122nd year of Ascendancy at 08:06 Killed by Belovea the ghoulish rat at level 21 on the 13rd Dusk 122nd year of Ascendancy at 09:11 Killed by Adyth the storm drake hatchling at level 23 on the 16th Dusk 122nd year of Ascendancy at 18:58 Killed by Adyth the storm drake hatchling at level 23 on the 16th Dusk 122nd year of Ascendancy at 21:57 |
Primary Stats
| Strength | 26 (base 16) |
| Dexterity | 30 (base 16) |
| Constitution | 31 (base 29) |
| Magic | 36 (base 18) |
| Willpower | 12 (base 12) |
| Cunning | 71 (base 53) |
Resources
| Life | -333/495 |
| Mana | 94/242 |
| Stamina | 151/171 |
| Vim | 201/201 |
| Healing Factor | 1.2658714593979 |
| Regeneration | 1.5823393242474 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 71.299252097375 |
| See Invisible | 97.299252097375 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 48 |
| Crit Chance | 38% |
| APR | 20 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Light | +10% |
| Lightning | +55% |
| Cold | +20% |
| Physical | +6% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 4 |
| Physical Save | 31 |
| Spell Save | 27 |
| Mental Save | 32 |
Defense: Resistances
| Lightning | + 31%( 70%) |
| Acid | + 17%( 70%) |
| Light | + 50%( 70%) |
| Darkness | + 28%( 70%) |
| Cold | + 50%( 70%) |
| Arcane | + 17%( 70%) |
| Mind | + 15%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 303 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 57 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. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Stealth | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 2/5 |
Effects
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): Exterminator | active |
Proceed directly to the next Infinite Dungeon level in less than 98 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 11): Rush Hour (98)Turns left: 56 You completed the challenge and received: +3 Stat Points | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 12): Headhunter0 / 3 demon spawn killed. | failed |
Wake up and kill the dreaming horror boss 'Islumina the dreaming horror'. Infinite Dungeon Challenge (Level 15): Dream Hunter | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 8): Mirror MatchYou completed the challenge and received: Random Artifact: Magmavagrant (15-18 power, 3 apr, darkness element) | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Wintersaw (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Con Changes resistances: +3% mind / +15% cold Physical save: +10 (+5 eff.) Mental save: +11 (+6 eff.) Equilibrium when hit: +0.04 Maximum hate: +6.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +1% A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Porulaith the Ichorgrinder (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to slow global speed by 48% Changes stats: +2 Str Changes resistances: +13% light / +12% darkness Physical save: +13 (+6 eff.) Spellpower: +5 (+2 eff.) Damage Shield penetration: +30% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 77.6 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
| On fingers | wizard's copper ring of perseverance =MAG +3=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +1.00 Rings make your fingers look great! |
| On fingers | Wheel of Fate =DEX +3 / MAG +4=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Dex / +4 Mag / +3 Cun Changes resistances: +22% cold Changes damage: +11% cold Mental save: +5 (+3 eff.) Confusion immunity: +20% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Stealth bonus: +6 A belt that goes around your waist. |
| In main hand | infernal elven-wood magestaff (25-30 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 15 fire Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower: +19 (+5 eff.) Spell crit. chance: +4% See invisible: +14 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Nimbusrazor (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 acid Changes resistances: +5% acid / +3% lightning Changes damage: +4% acid / +6% fire / +6% lightning Reduces incoming crit damage: 15.00% 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. |
| Main armor | Shimmerwild (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% lightning / +6% cold / +6% darkness / +9% all Changes resistances penetration: +5% lightning Changes damage: +24% lightning / +9% cold Spell save: +12 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Islulaith (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +3 Defense: +1 (+1 eff.) Changes stats: +3 Dex / +3 Mag / +5 Cun Changes resistances: +5% arcane See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | enraging steel amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +12 Physical power: +5 (+3 eff.) Changes damage: +6% physical Critical mult.: +11.00% Combat speed: +10% Amulets make your neck look great! |
Inventory
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet of constitution (+3) =CON +3=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
Prismmarrow the steel ring =DEX +4=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Damage when hit (Melee): 6 light Changes stats: +4 Dex Changes resistances: +11% physical Changes resistances penetration: +5% light Changes damage: +6% lightning / +11% physical / +6% light Disarm immunity: +25% Pinning immunity: +22% Knockback immunity: +24% Maximum life: +20.00 Rings make your fingers look great! |
linen cloak 'Beruregogen' (1 def, 0 armour) =STR +2=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +3 Cun / +1 Con Changes damage: +12% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of sorcery (1 def, 0 armour) =MAG +2=Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag / +5 Wil Mental save: +6 (+3 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots of rushing (0 def, 3 armour) =STR +2 / CON +2=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder hardened leather gloves of strength (+2) (0 def, 2 armour) =STR +2=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +2 Damage (Melee): 6 fire Changes stats: +2 Str Changes resistances: +5% fire Changes damage: +5% 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. |
umbral rough leather gloves of magic (+2) (0 def, 1 armour) =MAG +2=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 darkness Changes stats: +2 Mag Changes resistances: +5% darkness Changes damage: +4% darkness / +3% arcane 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. |
Belethra (3 def, 0 armour) =STR +7 / DEX +2=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Changes stats: +7 Str / +2 Dex / +6 Wil Changes resistances: +5% arcane Changes resistances penetration: +15% blight Changes damage: +6% blight Reduces incoming crit damage: 15.00% Physical save: +7 (+3 eff.) A pointy cloth hat, very wizardly... |
Blazebrand the linen wizard hat (1 def, 0 armour) =MAG +3=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Mag Changes resistances: +9% light / +3% lightning Changes resistances penetration: +10% lightning Changes damage: +9% lightning Spell save: +5 (+2 eff.) Light radius: +2 A pointy cloth hat, very wizardly... |
insulating rough leather cap of constitution (+3) (0 def, 1 armour) =CON +3=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +6% fire / +6% cold A cap made of leather. |
linen wizard hat 'Fulyrochak' (1 def, 0 armour) =CON +2=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Con Changes resistances: +16% cold Changes damage: +11% cold Physical save: +9 (+4 eff.) Spell save: +9 (+4 eff.) Stamina each turn: +1.00 A pointy cloth hat, very wizardly... |
rough leather cap of trickery (0 def, 1 armour) =DEX +3=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Dex A cap made of leather. |
iron mail armour 'Yvara' (2 def, 4 armour) =STR +4=Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Cun / +4 Str Changes resistances: +17% cold Reduces incoming crit damage: 5.00% A suit of armour made of mail. |
nimble cured leather armour (8 def, 4 armour) =DEX +3=Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Fatigue: +7% Changes stats: +3 Dex Movement speed: +20% A suit of armour made of leather. |
Bindings of Eternal Night (12 def, 12 armour) =MAG +5=Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe (dig speed 40 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Blindwyrd =STR +2=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +2 Str Changes resistances: +20% darkness / +2% physical Changes damage: +9% temporal Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +7 See invisible: +9 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
Ashpain [power 145] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances penetration: +10% fire Maximum mana: +80.00 Maximum vim: +30.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 337 Base Damage: 165 Armor: 7 All Resist: 3 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By McStelth the Cornac Adventurer level 17
4th Dusk 122nd year of Ascendancy at 18:08 see stats
Infinite x10 (Nightmare (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By McStelth the Cornac Adventurer level 14
6th Flare 122nd year of Ascendancy at 08:28 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By McStelth the Cornac Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 03:27 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By McStelth the Cornac Adventurer level 20
11st Dusk 122nd year of Ascendancy at 18:22 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By McStelth the Cornac Adventurer level 18
8th Dusk 122nd year of Ascendancy at 17:27 see stats
The Rat Lich (Nightmare (Adventure) difficulty)
Killed the terrible Rat Lich.By McStelth the Cornac Adventurer level 21
13rd Dusk 122nd year of Ascendancy at 01:35 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By McStelth the Cornac Adventurer level 17
3rd Dusk 122nd year of Ascendancy at 18:10 see stats
Log
The demonic soul releases a burst of fire around Adyth the storm drake hatchling!
McStelth casts Lightning.
Adyth the storm drake hatchling hits McStelth for 101 blight damage.
Melee retaliation hits McStelth for 3 lightning damage.
McStelth's Throwing Knife hits Adyth the storm drake hatchling for 78 physical, 5 acid, 4 lightning, 16 fire, 12 light, 107 lightning (222 total damage).
McStelth's Throwing Knife hits Something for 18 light damage.
Demonic Soul hits Adyth the storm drake hatchling for 60 fire damage.
Adyth the storm drake hatchling loses 8 health to the entropy.
McStelth uses Throwing Knives.
Adyth the storm drake hatchling casts Netherblast.
McStelth's Throwing Knife performs a melee critical strike against Adyth the storm drake hatchling!
The demonic soul releases a burst of fire around Adyth the storm drake hatchling!
Adyth the storm drake hatchling shrugs off the effect 'Disable'!
Melee retaliation hits McStelth for 3 lightning damage.
McStelth's Throwing Knife hits Adyth the storm drake hatchling for 152 physical, 5 acid, 4 lightning, 16 fire, 12 light (189 total damage).
Demonic Soul hits Adyth the storm drake hatchling for 60 fire damage.
Adyth the storm drake hatchling's Netherblast hits McStelth for 66 temporal, 69 darkness (135 total damage).
Adyth the storm drake hatchling loses 8 health to the entropy.
McStelth uses Throwing Knives.
Adyth the storm drake hatchling casts Soul Rot.
Adyth the storm drake hatchling's spell attains critical power!
McStelth's Throwing Knife performs a melee critical strike against Adyth the storm drake hatchling!
Adyth the storm drake hatchling's void star absorbs the damage from McStelth's Throwing Knife, converting it into entropy!
Adyth the storm drake hatchling shrugs off the effect 'Disable'!
Melee retaliation hits McStelth for 3 lightning damage.
McStelth's Throwing Knife hits Adyth the storm drake hatchling for (70 to entropy), 129 physical, 5 acid, 4 lightning, 16 fire, 12 light (166 total damage).
Adyth the storm drake hatchling's Soul Rot hits McStelth for 546 blight damage.
McStelth the level 23 cornac adventurer was diseased to death by Adyth the storm drake hatchling on level 18 of Infinite Dungeon.













































































