








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Tome Ru (Русификатор, бета версия) 1.7.4Данный русификатор находится на стадии разработки (DLC не переведены). Также хочу отметить, что перевод не профессиональный и сделан энтузиастами, поэтому к различным ошибкам просьба относиться с пониманием. Вы можете оставлять свои отзывы, пожелания, а также делиться скриншотами с ошибками перевода в нашем русскоязычном discord по Tales of Maj'Eyal https://discord.gg/gNq4UC7 и даже сами начать участвовать в переводе! Всем приятной игры! Также за помощь в переводе и создании шрифтов благодарим команду Zone of Games. ВАЖНО! Чтобы включить русский язык, нужно в игре ПОСЛЕ СОЗДАНИЯ ПЕРСОНАЖА нажать ESC > Language и выбрать Russian. FAQ (часто задаваемые вопросы): - Почему не переведено главное меню? (Самая высшая версия аддона - самая актуальная) 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.
Staff Bonk Sound 1.7.2Adds a wooden bonk sound to all melee hits from a staff. ---Changelog Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Items Vault 1.7.0Donators/Buyers bonus! 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:
Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 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! Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Astromancer |
Level / Exp | 22 / 76% |
Size | medium |
Lifes / Deaths | Killed by Mayurema the snow giant thunderer at level 22 on the 27th Dusk 122nd year of Ascendancy at 02:32 / 1 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 39 (base 31) |
Magic | 83 (base 51) |
Willpower | 29 (base 10) |
Cunning | 30 (base 25) |
Resources
Life | -57/505 |
Positive | 93/113 |
Negative | 93/113 |
Healing Factor | 1.3662543368031 |
Regeneration | 7.1728352682162 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Invisible | 5 |
Offense: Mainhand
Damage | 31 |
Accuracy | 21 |
Crit Chance | 12% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Light | +20% |
Darkness | +6% |
Arcane | +6% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Lightning | 0% |
Fire | 0% |
Cold | 0% |
Defense: Base
Armour (hardiness) | 10 (60%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 34 |
Mental Save | 28 |
Defense: Resistances
Acid | + 13%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 7%( 70%) |
All | + 7%( 70%) |
Lightning | + 18%( 70%) |
Light | + 54%( 70%) |
Temporal | + 21%( 70%) |
Fire | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 24% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 328 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 5 darkness, 5 blight, 3 mind, 4 arcane |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 266.00 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. |
Class Talents
Celestial / Ponx | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Nekal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Kolal | 1.47 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Meteor | 1.47 |
| 2/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Celestial / Terrestrial Unity | 1.50 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Celestial / Luxam | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Paeans | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Effects
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 |
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 failed to protect the injured seer from death by Lady Zoisla the Tidebringer. Escort: injured seer (level 2 of Norgos Lair) | failed |
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 Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | 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 Shardskin. * 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 fire dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 24. | 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. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Mag Changes damage: +6% 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. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce all saves and defense by 18 Changes stats: +4 Str / +4 Mag Changes resistances: +12% lightning / +3% temporal / +5% arcane Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +3 Dex / +5 Mag / +4 Wil Changes resistances penetration: +15% physical Changes damage: +6% darkness Only die when reaching: -40.00 life Spellpower: +7 (+1 eff.) Light radius: +3 Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +5 Mag / +5 Wil Changes resistances: +20% light / +6% fire Changes damage: +10% light / +3% fire Stun/Freeze immunity: +24% Life regen: +5.00 Spellpower: +5 (+1 eff.) 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 neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +8 (+6 eff.) Changes stats: +9 Lck Talent masteries: +0.17 Celestial / Meteor +0.17 Celestial / Kolal Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 23 fire Changes stats: +2 Mag / +3 Wil Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +24.00% Maximum mana: +12.00 Spellpower: +16 (+4 eff.) Spell crit. chance: +3% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Changes resistances: +7% all Spellpower: +5 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
Light source | ![]() Infused 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.(83 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Mag / +3 Wil Changes resistances: +6% blight / +12% temporal / +6% acid Spell save: +9 (+5 eff.) Disease immunity: +20% Disarm immunity: +20% Maximum mana: +45.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Wil Damage against: +15% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 6 cold / 4 fire Changes damage: +12% fire Talent mastery: +0.13 Celestial / Nekal Psi when hit: +0.16 Amulets make your neck look great! |
![]() Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +2% Changes damage: +10% lightning Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +6 (+5 eff.) Changes stats: +3 Con Maximum wards: +3 lightning Changes damage: +15% lightning Talents granted: +1 Ward +1 Command Staff Life regen: +0.60 Spellpower: +9 (+2 eff.) Spell crit. chance: +2% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +21% temporal / +20% darkness / +11% all Changes resistances penetration: +25% temporal Changes damage: +21% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emolaith the Bogmight Emolaith the BogmightRequires: - Magic 10 Infused by nature 1.00 Encumbrance. Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +3 Con Changes resistances: +6% nature Reduce damage by fixed amount: +1 all Changes damage: +3% physical Life regen: +0.30 Maximum life: +10.00 Slows Projectiles: +10% Handheld warding devices |
![]() 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. |
Achievements
By Onvitao the Cornac Astromancer level 21
14th Dusk 122nd year of Ascendancy at 03:46 see stats
By Onvitao the Cornac Astromancer level 22
22nd Dusk 122nd year of Ascendancy at 13:37 see stats
By Onvitao the Cornac Astromancer level 10
7th Mirth 122nd year of Ascendancy at 16:01 see stats
By Onvitao the Cornac Astromancer level 20
8th Dusk 122nd year of Ascendancy at 19:21 see stats
By Onvitao the Cornac Astromancer level 4
76th Pyre 122nd year of Ascendancy at 21:06 see stats
By Onvitao the Cornac Astromancer level 20
10th Dusk 122nd year of Ascendancy at 00:33 see stats
By Onvitao the Cornac Astromancer level 8
3rd Mirth 122nd year of Ascendancy at 03:07 see stats
By Onvitao the Cornac Astromancer level 8
4th Mirth 122nd year of Ascendancy at 10:17 see stats
By Onvitao the Cornac Astromancer level 16
6th Dusk 122nd year of Ascendancy at 17:13 see stats
Log
Talent Paean of Cleansing Wind is ready to use.
Talent Summon: Faeros is ready to use.
Onvitao uses Infusion: Healing.
Onvitao receives 68 healing from Infusion: Healing.
Onvitao conjures a Faeros!
Onvitao's spell attains critical power!
Onvitao is surging arcane power.
Onvitao's spell attains critical power!
Mayurema the snow giant thunderer activates Hymn of Shadows.
Mayurema the snow giant thunderer deactivates Hymn of Detection.
Mayurema the snow giant thunderer casts Twilight.
Onvitao casts Elemental Transposition.
Onvitao receives 4 healing.
Minotaur casts Rune: Shielding.
A shield forms around minotaur.
Mayurema the snow giant thunderer casts Moonlight Ray.
The shield around minotaur crumbles.
Mayurema the snow giant thunderer hits Minotaur for (154 absorbed), 41 darkness (41 total damage).
Mayurema the snow giant thunderer hits Greater Faeros for 163 darkness damage.
Mayurema the snow giant thunderer hits Onvitao for 181 darkness damage.
Onvitao is confused and fails to use Summon: Gwelgoroth.
Greater Faeros is weakened by the glyph of moonlight!
Mayurema the snow giant thunderer's glyph of moonlight hits Greater Faeros for 48 darkness damage.
Mayurema the snow giant thunderer casts Lightning.
Mayurema the snow giant thunderer hits Onvitao for 136 lightning damage.
Mayurema the snow giant thunderer hits Greater Faeros for 166 lightning damage.
Onvitao the level 22 cornac astromancer was bolted to death by Mayurema the snow giant thunderer on level 2 of Tempest Peak.