









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 Exploration |
Sex | Male |
Race | Cornac |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 30 / 49% |
Size | big |
Lifes / Deaths | Killed by Horned Horror at level 12 on the 10th Mirth 122nd year of Ascendancy at 15:19 / 28Killed by Silosemina the large brown snake at level 12 on the 10th Mirth 122nd year of Ascendancy at 15:48 Killed by Gelewen the lesser vampire at level 17 on the 17th Dusk 122nd year of Ascendancy at 12:02 Killed by Layodhetira the barrow wight at level 17 on the 17th Dusk 122nd year of Ascendancy at 21:09 Killed by Bdaebo the thalore at level 18 on the 47th Dusk 122nd year of Ascendancy at 20:48 Killed by Evando the thalore at level 18 on the 49th Dusk 122nd year of Ascendancy at 04:14 Killed by Urirdar the thalore at level 24 on the 9th Haze 122nd year of Ascendancy at 21:26 Killed by Urirdar the thalore at level 24 on the 10th Haze 122nd year of Ascendancy at 02:51 Killed by Urkis, the High Tempest at level 24 on the 22nd Haze 122nd year of Ascendancy at 05:26 Killed by Xenorot the quasit at level 25 on the 24th Haze 122nd year of Ascendancy at 20:08 Killed by elven corruptor at level 25 on the 24th Haze 122nd year of Ascendancy at 21:34 Killed by elven cultist at level 26 on the 25th Haze 122nd year of Ascendancy at 20:49 Killed by ziguranth wyrmic at level 27 on the 64th Haze 122nd year of Ascendancy at 19:54 Killed by ritch flamespitter at level 28 on the 2nd Decay 122nd year of Ascendancy at 08:52 Killed by zombie bunny at level 28 on the 2nd Decay 122nd year of Ascendancy at 10:02 Killed by zombie bunny at level 28 on the 2nd Decay 122nd year of Ascendancy at 11:06 Killed by zombie bunny at level 28 on the 2nd Decay 122nd year of Ascendancy at 12:04 Killed by shadow at level 29 on the 2nd Decay 122nd year of Ascendancy at 16:09 Killed by Mad Archdruid at level 29 on the 2nd Decay 122nd year of Ascendancy at 17:01 Killed by ritch flamespitter at level 29 on the 2nd Decay 122nd year of Ascendancy at 20:40 Killed by ritch flamespitter at level 29 on the 2nd Decay 122nd year of Ascendancy at 21:23 Killed by Ce'Nunor the storm drake hatchling at level 29 on the 3rd Decay 122nd year of Ascendancy at 12:06 Killed by Ce'Nunor the storm drake hatchling at level 29 on the 3rd Decay 122nd year of Ascendancy at 13:16 Killed by vampire lord at level 30 on the 5th Decay 122nd year of Ascendancy at 08:07 Killed by Xamina the skeleton assassin at level 30 on the 5th Allure 123rd year of Ascendancy at 01:30 Killed by Celia at level 30 on the 5th Allure 123rd year of Ascendancy at 11:54 Killed by Celia at level 30 on the 5th Allure 123rd year of Ascendancy at 13:31 Killed by Celia at level 30 on the 5th Allure 123rd year of Ascendancy at 14:46 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 22 (base 10) |
Magic | 71 (base 58) |
Willpower | 66 (base 60) |
Cunning | 30 (base 14) |
Resources
Life | 564/564 |
Mana | 618/618 |
Healing Factor | 1.1024166372473 |
Regeneration | 1.3780207965591 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 48 |
Accuracy | 26 |
Crit Chance | 11% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Fire | +45% |
Darkness | +6% |
Arcane | +22% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 35 (40%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 37 |
Mental Save | 31 |
Defense: Resistances
Arcane | + 14%( 74%) |
Cold | + 18%( 74%) |
All | + 9%( 74%) |
Lightning | + 18%( 74%) |
Temporal | + 25%( 74%) |
Physical | + 14%( 74%) |
Darkness | + 24%( 74%) |
Fire | + 29%( 74%) |
Nature | + 14%( 74%) |
Defense: Immunities
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 620% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Thaumaturgy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.47 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Disruption Shield |
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 |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution 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!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 56. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of elder vampire blood. * You've found the needed bloated horror heart. | active |
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! | active |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +55.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 38.59 to 115.77 lightning damage (77.18 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() 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 170 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 21% Changes damage: +6% darkness Stun/Freeze immunity: +30% Life regen: +1.00 Maximum life: +20.00 Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +25 (+13 eff.) Armour: +10 Damage when hit (Melee): 10 physical Changes stats: +5 Str Changes resistances: +6% nature / +12% fire / +6% darkness / +5% arcane Maximum life: +20.00 Rings make your fingers look great! |
Around waist | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +4 Str / +1 Wil / +4 Con Physical save: +7 (+4 eff.) Mental save: +9 (+4 eff.) Maximum life: +70.00 Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +33 (+11 eff.) Armour: +20 Armour Hardiness: +10% Defense: +12 (+6 eff.) Damage when hit (Melee): 8 fire Changes stats: +2 Str / +3 Con Maximum wards: +3 fire Changes resistances penetration: +10% physical Changes damage: +40% fire Talents granted: +5 Ward +1 Command Staff Physical save: +8 (+4 eff.) Spellpower: +20 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 71.63 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Cun / +9 Mag Changes resistances: +9% all Changes damage: +22% arcane Spellpower: +15 (+5 eff.) Spell crit. chance: +20% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag / +2 Wil Changes resistances: +10% darkness / +18% temporal Spell save: +7 (+3 eff.) Maximum mana: +45.00 Defense after a teleport: +13 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Changes resistances cap: +4% all Talent mastery: +0.17 Spell / Fire Physical save: +9 (+5 eff.) Amulets make your neck look great! |
Inventory
![]() Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 414.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 has been sent to the Item's Vault. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 277, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes damage: +10% mind / +7% fire Mental save: +8 (+4 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Damage when hit (Melee): 15 fire Changes resistances: +3% acid / +7% temporal / +7% cold / +7% fire Only die when reaching: -80.00 life Maximum life: +44.00 Light radius: +4 Defense after a teleport: +13 Resist all after a teleport: +13% New effects duration reduction after a teleport: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +8 (+4 eff.) Maximum life: +41.00 Light radius: +4 Healing mod.: +17% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +30 (+15 eff.) Physical crit. chance: +4.0% Damage when hit (Melee): 4 physical Critical mult.: +20.00% Light radius: +3 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects when hit in melee: * 20% chance to reduce strength, dexterity, and constitution by 27 * 24% chance to reduce damage dealt by 21% Changes damage: +3% arcane / +12% blight Spell save: +3 (+1 eff.) Spellpower: +15 (+5 eff.) It can be used to fire a magical bolt dealing 165 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. * Increase the duration of 2 beneficial effects by 1. * Heal for 62. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Myrddin the Cornac Archmage level 27
64th Haze 122nd year of Ascendancy at 15:58 see stats
By Myrddin the Cornac Archmage level 30
5th Allure 123rd year of Ascendancy at 02:37 see stats
By Myrddin the Cornac Archmage level 21
72nd Dusk 122nd year of Ascendancy at 02:51 see stats
By Myrddin the Cornac Archmage level 19
65th Dusk 122nd year of Ascendancy at 01:03 see stats
By Myrddin the Cornac Archmage level 26
35th Haze 122nd year of Ascendancy at 16:41 see stats
By Myrddin the Cornac Archmage level 29
2nd Decay 122nd year of Ascendancy at 22:27 see stats
By Myrddin the Cornac Archmage level 27
55th Haze 122nd year of Ascendancy at 23:27 see stats
By Myrddin the Cornac Archmage level 10
4th Mirth 122nd year of Ascendancy at 15:57 see stats
By Myrddin the Cornac Archmage level 20
66th Dusk 122nd year of Ascendancy at 16:31 see stats
By Myrddin the Cornac Archmage level 30
4th Decay 122nd year of Ascendancy at 14:56 see stats
By Myrddin the Cornac Archmage level 3
74th Pyre 122nd year of Ascendancy at 21:55 see stats
By Myrddin the Cornac Archmage level 18
27th Dusk 122nd year of Ascendancy at 23:17 see stats
By Myrddin the Cornac Archmage level 26
26th Haze 122nd year of Ascendancy at 20:20 see stats
By Myrddin the Cornac Archmage level 12
10th Mirth 122nd year of Ascendancy at 15:19 see stats
By Myrddin the Cornac Archmage level 10
5th Mirth 122nd year of Ascendancy at 04:55 see stats
By Myrddin the Cornac Archmage level 24
21st Haze 122nd year of Ascendancy at 16:42 see stats
By Myrddin the Cornac Archmage level 26
25th Haze 122nd year of Ascendancy at 20:30 see stats
By Myrddin the Cornac Archmage level 14
9th Dusk 122nd year of Ascendancy at 04:53 see stats
Log
You gain 6.50 gold from the transmogrification of rejuvenating dwarven-steel mail armour (3 def, 8 armour).
You gain 2.81 gold from the transmogrification of radiant steel mail armour (2 def, 6 armour).
You gain 3.06 gold from the transmogrification of impenetrable dwarven-steel mail armour of resilience (3 def, 21 armour).
You gain 9.10 gold from the transmogrification of timebroken cashmere robe of alchemy (0 def, 0 armour).
You gain 4.37 gold from the transmogrification of focusing cashmere robe of lightning (+22%) (0 def, 0 armour).
You gain 4.11 gold from the transmogrification of focusing cashmere robe of fire (+11%) (0 def, 0 armour).
You gain 4.34 gold from the transmogrification of resilient cashmere cloak of mindcraft (2 def, 0 armour).
You gain 7.50 gold from the transmogrification of Girdle of the Calm Waters.
You gain 7.52 gold from the transmogrification of magelord's yew magestaff of might (20-24 power, 4 apr, cold element).
You gain 5.02 gold from the transmogrification of blighted yew starstaff (20-24 power, 4 apr, darkness element).
You gain 1.82 gold from the transmogrification of nature's thorny mindstar (8-9 power, 24 apr, nature damage).
You gain 6.66 gold from the transmogrification of caller's thorny mindstar of life (10-10 power, 24 apr, nature damage).
You gain 4.56 gold from the transmogrification of flaming dwarven-steel mace of shearing (28-40 power, 4 apr).
You gain 3.62 gold from the transmogrification of dwarven-steel longsword of shearing (22-31 power, 4 apr).
You gain 5.00 gold from the transmogrification of acidic dwarven-steel greatsword of rage (34-54 power, 2 apr).
You gain 3.57 gold from the transmogrification of chilling dwarven-steel dagger of paradox (21-27 power, 7 apr).
You gain 1.49 gold from the transmogrification of chilling dwarven-steel dagger (17-22 power, 7 apr).
You gain 3.85 gold from the transmogrification of balanced dwarven-steel dagger of amnesia (16-21 power, 7 apr).
You gain 1.20 gold from the transmogrification of arcing steel dagger of massacre (20-26 power, 6 apr).
There is a teleportation circle to the surface 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.
Ran for 2 turns (stop reason: interesting character).
Resting starts...
Today is the 6th Allure of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Rested for 117 turns (stop reason: all resources and life at maximum).