Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Summoner |
| Level / Exp | 21 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by Ritch Great Hive Mother at level 3 on the 5th Mirth 122nd year of Ascendancy at 18:30 0 / 5Killed by Ozsecrka at level 15 on the 57th Dusk 122nd year of Ascendancy at 07:40 Killed by Sandworm Queen at level 17 on the 15th Haze 122nd year of Ascendancy at 20:15 Killed by Ozsecrka at level 19 on the 49th Haze 122nd year of Ascendancy at 22:37 Killed by Eluna the blade horror at level 21 on the 35th Regrowth 123rd year of Ascendancy at 07:48 |
Primary Stats
| Strength | 23 (base 13) |
| Dexterity | 9 (base 11) |
| Constitution | 24 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 61 (base 43) |
| Cunning | 54 (base 45) |
Resources
| Life | 340/340 |
| Equilibrium | 20 |
| Healing Factor | 1.9500814363599 |
| Regeneration | 6.6302768836238 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +110.00527732609% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 43 |
| Crit Chance | 22% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 43 |
| Crit Chance | 18% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44.1 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Temporal | +3% |
| Blight | +4% |
| Arcane | +3% |
| Physical | +15% |
| Nature | +39% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 23.325 |
| Ranged Defense | 25.325 |
| Fatigue | 0 |
| Physical Save | 23.725 |
| Spell Save | 24.425 |
| Mental Save | 49.752905716918 |
Defense: Resistances
| Mind | + 6%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 6%( 70%) |
| Blight | + 19%( 70%) |
| All | 0%( 70%) |
| Cold | + 55%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Silence Resistance | 46% |
| Bleed Resistance | 40% |
| Confusion Resistance | 81% |
| Poison Resistance | 50% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 150 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 622% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Meditation |
| talent | Master Summoner |
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 grave | active |
You failed to protect the injured seer from death by Belatira the midge swarm. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | 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 |
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 the fox. He has given you some notes on the ingredients: * '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.' * You've found the needed naga tongue. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed minotaur nose. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed ritch stinger. * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Venomripper (23 def, 3 armour) Venomripper (23 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +23 Ranged Defense: +4 Fatigue: +3% Changes stats: +5 Str / +6 Con Damage when the wearer is hit: 12 nature / 4 arcane Changes resistances: +6% nature Changes damage: +7% physical / +3% arcane Size category: +1 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 23% chance to completely evade them and granting you 11 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | clarifying linen wizard hat of nature (+18%) (1 def, 0 armour) clarifying linen wizard hat of nature (+18%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Cun Changes resistances: +18% nature Changes damage: +12% nature Mental save: +5 A pointy cloth hat, very wizardly... |
| On hands | Mayuma (0 def, 1 armour) Mayuma (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 6 nature Damage when the wearer is hit: 8 mind Changes resistances: +6% nature Changes damage: +4% nature Life regen bonus (wilder-summons): +1.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | steel amulet of healing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +40% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 250 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +5 Mental crit. chance: +5% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 141.33 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | thorny mindstar 'Khelumnir' (9.5-10.45 power, 24 apr, mind damage) thorny mindstar 'Khelumnir' (9.5-10.45 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +4 mind When wielded/worn: Changes resistances: +6% mind / +6% temporal Changes damage: +3% temporal Physical save: +3 Spell save: +4 Mental save: +2 Equilibrium when hit: +0.50 Mindpower: +3 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | thick linen cloak of battle (1 def, 5 armour) thick linen cloak of battle (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 Armour: +5 Defense: +1 Fatigue: -3% Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Betisema (2 def, 0 armour) Betisema (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +6 Defense: +2 Changes stats: +2 Str / +6 Con Changes damage: +5% nature Life regen: +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
insidious poison infusion (22 nature damage, 26% healing reduction) insidious poison infusion (22 nature damage, 26% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 16.00 nature damage per turns for 7 turns, and reducing the target's healing received by 26%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Cracklestrider CracklestriderInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 2 arcane Damage when the wearer is hit: 12 lightning Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
steel amulet of mastery (0.17 Wild-gift / Summoning (augmentation)) steel amulet of mastery (0.17 Wild-gift / Summoning (augmentation))Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.17 Wild-gift / Summoning (augmentation) Amulets can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 Rings can have magical properties. |
steel ring 'Zygalin' steel ring 'Zygalin'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +2 Defense: +8 Changes stats: +4 Cun Changes resistances: +1% physical Critical mult.: +10.00% Stamina each turn: +0.20 Rings can have magical properties. |
insulating rough leather belt of unlife insulating rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold / +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Yeek-fur Robe (9 def, 3 armour) Yeek-fur Robe (9 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +9 Changes resistances: +20% cold Changes damage: +5% mind Mental save: +10 Mindpower: +5 A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is you can't help but feel a little queasy wearing it. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal A pair of boots made of leather. |
miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour) miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +2 Ranged Defense: +2 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
polar rough leather gloves (0 def, 1 armour) polar rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 5 cold Changes resistances: +6% cold Changes damage: +3% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating rough leather cap (0 def, 1 armour) insulating rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% fire / +6% cold A cap made of leather. |
rejuvenating rough leather armour of resilience (1 def, 2 armour) rejuvenating rough leather armour of resilience (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Life regen: +2.60 Stamina each turn: +0.50 Maximum life: +25.00 A suit of armour made of leather. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough. |
Rod of Recall (1/1) 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, costing 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 Chest 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
quick steel torque of kinetic psionic shield [power 25] (15 cooldown) quick steel torque of kinetic psionic shield [power 25] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical and acid damage by 25 for 6 turns, placing all other charms into a 15 cooldown. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield [power 49] (20 cooldown) steel torque of kinetic psionic shield [power 49] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical and acid damage by 49 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Fuledar [power 2] (20 cooldown) Fuledar [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances penetration: +10% mind It can be used to removes up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Ozsecrka the Yeek Summoner level 19
51st Haze 122nd year of Ascendancy at 12:17 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Ozsecrka the Yeek Summoner level 17
5th Haze 122nd year of Ascendancy at 20:01 see stats
Exterminator
Killed 1000 creatures.By Ozsecrka the Yeek Summoner level 18
40th Haze 122nd year of Ascendancy at 05:34 see stats
Level 10
Got a character to level 10.By Ozsecrka the Yeek Summoner level 10
40th Dusk 122nd year of Ascendancy at 19:05 see stats
Level 20
Got a character to level 20.By Ozsecrka the Yeek Summoner level 20
52nd Haze 122nd year of Ascendancy at 11:07 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Ozsecrka the Yeek Summoner level 16
72nd Dusk 122nd year of Ascendancy at 08:26 see stats
Take you with me
Killed a boss while already dead.By Ozsecrka the Yeek Summoner level 15
57th Dusk 122nd year of Ascendancy at 07:37 see stats
That was close
Killed your target while having only 1 life left.By Ozsecrka the Yeek Summoner level 15
57th Dusk 122nd year of Ascendancy at 10:00 see stats
The Arena
Unlocked Arena mode.By Ozsecrka the Yeek Summoner level 7
36th Dusk 122nd year of Ascendancy at 20:13 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Ozsecrka the Yeek Summoner level 19
50th Haze 122nd year of Ascendancy at 13:40 see stats
The secret city
Discovered the truth about mages.By Ozsecrka the Yeek Summoner level 21
62nd Haze 122nd year of Ascendancy at 15:51 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ozsecrka the Yeek Summoner level 19
52nd Haze 122nd year of Ascendancy at 00:10 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ozsecrka meditates on nature.
Ozsecrka activates Master Summoner.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a A path into the Old Forest 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.
You are sent back to the material plane!
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
Ozsecrka wears(replacing): Girdle of the Calm Waters.
You don't see how to get there...
Today is the 36th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:35.
Today is the 37th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 38th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:13.
Today is the 39th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
Today is the 40th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
Ran for 11 turns (stop reason: hostile spotted to the northeast (adventurers party)).
There is a Passageway into the Daikara here (press '' or right click to use).
You gain 0.75 gold from the transmogrification of dwarven-steel waraxe (17.5-24.5 power, 4 apr).
There is an exit to the worldmap here (press '' or right click to use).
You feel very confident walking into this place.
