Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Steamtech UI 1.1.4 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Wyrmic |
Level / Exp | 14 / 71% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 14 on the 57th Dusk 122nd year of Ascendancy at 11:45 4 / 1 |
Primary Stats
Strength | 44 (base 39) |
Dexterity | 16 (base 11) |
Constitution | 38 (base 37) |
Magic | 9 (base 10) |
Willpower | 42 (base 39) |
Cunning | 19 (base 14) |
Resources
Life | 704/704 |
Stamina | 219/219 |
Equilibrium | 10 |
Healing Factor | 1.3202122670883 |
Regeneration | 12.234673954532 |
Speed
Mental | +12.02863780958% |
Attack | +12.02863780958% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Stealth | 6 |
See Invisible | 5 |
Offense: Mainhand
Damage | 87 |
Accuracy | 51 |
Crit Chance | 24% |
APR | 6 |
Speed | 0.89 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 10% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Physical | +11% |
Mind | +13% |
Temporal | +4% |
Defense: Base
Armour (hardiness) | 33.079319813574 (83.872541860424%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 3 |
Physical Save | 31 |
Spell Save | 17 |
Mental Save | 27 |
Defense: Resistances
Acid | + 19%( 70%) |
Physical | + 25%( 70%) |
Cold | + 17%( 70%) |
All | + 14%( 70%) |
Lightning | + 18%( 70%) |
Light | + 21%( 70%) |
Temporal | + 18%( 70%) |
Fire | + 22%( 70%) |
Mind | + 22%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Poison Resistance | 10% |
Confusion Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 490% 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 Dexterity stat. |
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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 65 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 164 damage for 3 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.90 |
| 3/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
talent | Icy Skin |
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. | active |
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 successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by Mayenne the white worm mass. Escort: worried loremaster (level 3 of Norgos Lair) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed naga tongue. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * You've found the needed length of troll intestine. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within4 lumberjacks have died. | done |
Equipment
On feet | Turyleg the pair of rough leather boots (10 def, 1 armour) =FUS= Turyleg the pair of rough leather boots (10 def, 1 armour) =FUS=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore Armor +4 defense ------ Armor +1 Defense +10 (+5 eff.) Fatigue -5% Physical save +6 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Encumbrance +22 Max mana +20.00 A pair of boots made of leather. |
On hands | temporal iron gauntlets of strength (+3) (0 def, 1 armour) =FUS= temporal iron gauntlets of strength (+3) (0 def, 1 armour) =FUS=1.5 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 8 temporal On-Ranged-Hit 6 temporal Damage +4% temporal defense ------ Armor +1 Fatigue +1% Resistance +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Getudur (1 def, 0 armour) =FUS= Getudur (1 def, 0 armour) =FUS=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Mindpower +10 (+4 eff.) Damage +11% physical defense ------ Defense +1 (+0 eff.) Resistance +11% physical other ------- Hate-on-crit +1.00 A pointy cloth hat, very wizardly... |
Tool | iron torque of mindblast [power 110] (15 cooldown) iron torque of mindblast [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 124 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | marksman's copper ring of the mind (+10%) marksman's copper ring of the mind (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Damage +10% mind Accuracy +4 (+2 eff.) defense ------ Resistance +10% mind Rings make your fingers look great! |
On fingers | Flashpython =Light Poison Confusion= Flashpython =Light Poison Confusion=0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ When Hit 2 cold defense ------ Defense +15 (+7 eff.) Resistance +9% light +3% lightning Mind save +6 (+3 eff.) Poison Resist +10% Confus Resist +22% Rings make your fingers look great! |
Around waist | Yvoth =FUS= Yvoth =FUS=1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Critical power +10.00% Damage +3% mind defense ------ Fatigue -5% other ------- Encumbrance +20 Stamina/turn +1.00 A belt that goes around your waist. |
Main armor | impenetrable iron mail armour of Eyal (2 def, 9 armour) impenetrable iron mail armour of Eyal (2 def, 9 armour)14.0 Encumbrance T1 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +9 Defense +2 (+1 eff.) Fatigue +12% Life +20.00 Life Regen +2.00 Healmod +11% A suit of armour made of mail. |
In main hand | steel greatsword of crippling (129% power, 2 apr) steel greatsword of crippling (129% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 129% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Massive two-handed swords. |
Cloak | enveloping linen cloak of the Shaloren (8 def, 0 armour) enveloping linen cloak of the Shaloren (8 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil defense ------ Defense +8 (+4 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | scorching brass lantern of clarity =Retri Fire Spot= scorching brass lantern of clarity =Retri Fire Spot=2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 10 fire defense ------ Resistance +6% fire Mind save +7 (+3 eff.) other ------- Light +3 See Stealth +6 See Invis +5 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. |
Inventory
heroism infusion of the psychic (die at -318; dur 5; cd 31) heroism infusion of the psychic (die at -318; dur 5; cd 31)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 31 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -318 life. The duration and life will increase by 1% for every 1% life you have lost (currently 318 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 24%; magical; dur 3; cd 15) wild infusion of the psychic (res 24%; magical; dur 3; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
elemental steel battleaxe (118% power, 2 apr) elemental steel battleaxe (118% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Arcane Weapon Damage 118% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: offense ------ Damage +9% fire Ignore resists +9% fire Massive two-handed battleaxes. |
warbringer's steel greatsword of massacre (144% power, 2 apr) warbringer's steel greatsword of massacre (144% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 145% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Physical Power +9 (+3 eff.) Ignore resists +7% physical defense ------ Disarm Resist +17% Massive two-handed swords. |
hardened steel mail armour of spell shielding (2 def, 12 armour) =Resists en masse= hardened steel mail armour of spell shielding (2 def, 12 armour) =Resists en masse=14.0 Encumbrance T2 heavy armor [Ego+] Arcane/Master While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +12% Resistance +7% acid +7% physical +6% lightning +6% fire +7% arcane +6% cold Spell save +13 (+8 eff.) A suit of armour made of mail. |
Tideseam =SHOCK Temp= Tideseam =SHOCK Temp=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Mind Crit +3% Mindpower +15 (+5 eff.) Ignore resists +20% cold When Hit 2 cold defense ------ Resistance +9% lightning +6% temporal A belt that goes around your waist. |
insulating rough leather belt of the mystic =Cold Mind= insulating rough leather belt of the mystic =Cold Mind=1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +3 (+3 eff.) defense ------ Resistance +6% fire +6% cold Mind save +5 (+2 eff.) A belt that goes around your waist. |
nightruned rough leather belt of the mystic =Twilight= nightruned rough leather belt of the mystic =Twilight=1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+3 eff.) defense ------ Resistance +5% light +6% darkness Mind save +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Runyrak' =Twilight SpellSave= rough leather belt 'Runyrak' =Twilight SpellSave=1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: defense ------ Resistance +6% light +6% darkness +3% nature Spell save +9 (+6 eff.) Cut Resist +10% A belt that goes around your waist. |
pair of rough leather boots 'Lisyrarin' (0 def, 1 armour) =HealMod Spot= pair of rough leather boots 'Lisyrarin' (0 def, 1 armour) =HealMod Spot=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Dex +3 Mag +3 Cun defense ------ Armor +1 Resistance +3% fire Healmod +10% other ------- See Invis +12 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
restorative pair of rough leather boots (0 def, 1 armour) =???= restorative pair of rough leather boots (0 def, 1 armour) =???=2.0 Encumbrance T1 feet armor [Ego+] Nature While equipped: defense ------ Armor +1 Life Regen +2.00 Healmod +11% A pair of boots made of leather. |
grounding pair of iron boots (0 def, 3 armour) =Shock Temp= grounding pair of iron boots (0 def, 3 armour) =Shock Temp=3.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets 'Unlightpyre' (0 def, 2 armour) =Dark Infra Track= dwarven-steel gauntlets 'Unlightpyre' (0 def, 2 armour) =Dark Infra Track=1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Damage +3% darkness Ignore resists +10% mind Accuracy +9 (+3 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 21% * 20% chance to reduce all saves and defense by 25 defense ------ Armor +2 Fatigue +3% Resistance +7% darkness other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour) =Shock Ice LgtBolt= Cloud Caller (0 def, 0 armour) =Shock Ice LgtBolt=2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 34.47 to 103.42 lightning damage (68.95 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
miner's iron helm of constitution (+3) (0 def, 5 armour) =3 CON Infra= miner's iron helm of constitution (+3) (0 def, 5 armour) =3 CON Infra=3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +5 Fatigue +5% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 aquamarine 2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Summertide Phial =FUS= Summertide Phial =FUS=1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns) =Pierce= Tooth of the Mouth (dig speed 12 turns) =Pierce=3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot =Disarm Remove PhysStatus= Prox's Lucky Halfling Foot =Disarm Remove PhysStatus=2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
focusing iron torque of clear mind [power 1] (25 cooldown) focusing iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
piercing iron torque of psionic shield [power 23] (25 cooldown) piercing iron torque of psionic shield [power 23] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing elm totem of thorny skin [power 16] (20 cooldown) cleansing elm totem of thorny skin [power 16] (20 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Eldar Draconis the Thalore Wyrmic level 13
8th Dusk 122nd year of Ascendancy at 00:37 see stats
By Eldar Draconis the Thalore Wyrmic level 10
8th Mirth 122nd year of Ascendancy at 02:30 see stats
By Eldar Draconis the Thalore Wyrmic level 7
4th Mirth 122nd year of Ascendancy at 06:32 see stats
Log
Eldar Draconis picks up (l.): hardened steel mail armour of spell shielding (2 def, 12 armour).
Eldar Draconis picks up (d.): warbringer's steel greatsword of massacre (144% power, 2 apr).
There is an exit to the worldmap here (press '' or right click to use).
You gain 4.06 gold from the transmogrification of troll-hide cured leather armour of resilience (6 def, 4 armour).
You gain 3.24 gold from the transmogrification of troll-hide cured leather armour (6 def, 4 armour).
You gain 3.90 gold from the transmogrification of verdant linen robe (0 def, 0 armour).
You gain 3.72 gold from the transmogrification of wrathful steel shield of cold resistance (+7%) (0 def, 4 armour, 110% power, 40.5 block).
You gain 3.60 gold from the transmogrification of projecting vined mindstar of clarity (87% power, 18 apr, mind damage).
You gain 4.74 gold from the transmogrification of horrifying vined mindstar of frost (85% power, 18 apr, mind damage).
You gain 1.49 gold from the transmogrification of steel dagger of erosion (108% power, 6 apr).
You gain 2.50 gold from the transmogrification of arcing steel dagger of phasing (107% power, 13 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 71st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Today is the 72nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:05.
Today is the 73rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
Today is the 74th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:31.
Today is the 75th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
Today is the 76th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:10.
Today is the 77th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:36.
Eldar Draconis deactivates Icy Skin.
Eldar Draconis activates Icy Skin.