











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Quality of Life 02a: Tile Scanner (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: High Background: After watching a friend nearly rage quit ToME after failing to understand stealth mechanics. It inspired me to add more information to the UI! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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:
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: 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 | Insane Exploration |
Sex | Female |
Race | Ogre |
Class | Bulwark |
Level / Exp | 21 / 56% |
Size | big |
Lifes / Deaths | Killed by thief at level 12 on the 5th Flare 122nd year of Ascendancy at 06:21 / 8Killed by Emuvena the elven guard at level 13 on the 6th Flare 122nd year of Ascendancy at 22:05 Killed by Arima the cutpurse at level 15 on the 40th Haze 122nd year of Ascendancy at 14:51 Killed by Poliriaba the brecklorn at level 17 on the 43rd Haze 122nd year of Ascendancy at 07:45 Killed by war hound (wild summon) at level 19 on the 47th Haze 122nd year of Ascendancy at 23:07 Killed by giant spider (wild summon) at level 19 on the 48th Haze 122nd year of Ascendancy at 03:42 Killed by Zubosevea the slaver at level 20 on the 51st Haze 122nd year of Ascendancy at 08:14 Killed by Glarelera the white ooze at level 20 on the 74th Haze 122nd year of Ascendancy at 16:20 |
Primary Stats
Strength | 70 (base 50) |
Dexterity | 25 (base 17) |
Constitution | 47 (base 37) |
Magic | 22 (base 10) |
Willpower | 18 (base 11) |
Cunning | 16 (base 10) |
Resources
Life | 917/931 |
Stamina | 172/172 |
Healing Factor | 1.2623364354647 |
Regeneration | 9.6790239190549 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 27.815289237657 |
See Invisible | 27.815289237657 |
Offense: Mainhand
Damage | 142 |
Accuracy | 58 |
Crit Chance | 22% |
APR | 18 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 30 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +7% |
Light | +12% |
Cold | +18% |
Physical | +6% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Physical | +8% |
Temporal | +25% |
Defense: Base
Armour (hardiness) | 61.743779866164 (81.151787968034%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 16 |
Physical Save | 46 |
Spell Save | 41 |
Mental Save | 14 |
Defense: Resistances
Physical | + 17%( 70%) |
Acid | + 18%( 70%) |
Lightning | + 24%( 70%) |
Darkness | + 21%( 70%) |
Cold | + 15%( 70%) |
Arcane | + 15%( 70%) |
Fire | + 38%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Stun Resistance | 44% |
Blind Resistance | 32% |
Instadeath Resistance | 100% |
Knockback Resistance | 83% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 369 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 597% 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Warcries | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.42 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
talent | Shield Wall |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
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: * You've found the needed orc heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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 vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. 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 honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Dmg.mod +18% cold Res.pen +8% physical Acc +5 (+1 eff.) Apr +3 ----- def ----- Armour +5 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +5 Mag +1 Con dps ---------- Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 13 ----- def ----- Max.HP +42.00 ---------- misc Light +3 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. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Wil +3 Con dps ---------- Crit.mult +10.00% Acc +20 (+4 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +3 (+1 eff.) Mind.save +3 (+3 eff.) ---------- misc Stam/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +2 Dex +3 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +20 (+8 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+2 eff.) Spell.save +3 (+1 eff.) HP.reg +4.00 ---------- misc Stam/turn +1.00 Max.stam +22.00 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. |
Tool | ![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +8 Str +6 Wil dps ---------- Phys.crit +6.0% Spell.crit +5% Mind.crit +8% Dmg.mod +12% light On Hit (Melee): * 20% chance to slow global speed by 38% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +8 (+3 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% fire Res.pen +10% darkness ----- def ----- Resists +15% fire +5% arcane +6% darkness Blind- +32% ---------- misc Infravis +4 See.Stealth +9 See.Invis +9 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Acc +10 (+2 eff.) Apr +3 Melee Ret 2 light ---------- misc Masteries +0.12 Technique/Shield offense Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 125% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 108% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +86 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 6 fire Acc +30 (+6 eff.) Melee Ret 4 fire ----- def ----- Armour +12 Fatigue +8% Resists +6% fire Max.HP +54.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +6% physical Res.pen +25% temporal Melee Ret 4 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+2 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.crit +1% Crit.mult +20.00% ----- def ----- Armour +11 Fatigue +22% Resists +9% acid +8% physical +6% darkness +10% fire +8% lightning +5% cold Disarm- +22% Stun/Frz- +24% Knockbk- +23% ---------- misc Psi/ret +0.12 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 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. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (117 total damage) Puts all charms on 15 cooldown 100% to heal for 37. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Vanen the Ogre Bulwark level 20
74th Haze 122nd year of Ascendancy at 16:15 see stats
By Vanen the Ogre Bulwark level 10
10th Mirth 122nd year of Ascendancy at 07:09 see stats
By Vanen the Ogre Bulwark level 20
50th Haze 122nd year of Ascendancy at 13:27 see stats
By Vanen the Ogre Bulwark level 19
50th Haze 122nd year of Ascendancy at 04:21 see stats
By Vanen the Ogre Bulwark level 12
3rd Summertide 122nd year of Ascendancy at 06:26 see stats
By Vanen the Ogre Bulwark level 20
51st Haze 122nd year of Ascendancy at 11:23 see stats
By Vanen the Ogre Bulwark level 20
51st Haze 122nd year of Ascendancy at 05:29 see stats
By Vanen the Ogre Bulwark level 21
75th Haze 122nd year of Ascendancy at 22:54 see stats
By Vanen the Ogre Bulwark level 14
7th Flare 122nd year of Ascendancy at 13:26 see stats
Log
You gain 3.79 gold from the transmogrification of truestriking dwarven-steel longsword (125% power, 4 apr).
You gain 16.21 gold from the transmogrification of dwarven-steel longsword 'Tempestwolf' (124% power, 12 apr).
You gain 10.33 gold from the transmogrification of dwarven-steel longsword 'Tahor' (146% power, 4 apr).
You gain 15.19 gold from the transmogrification of dwarven-steel longsword 'Stokejam' (125% power, 4 apr).
You gain 1.45 gold from the transmogrification of arcing dwarven-steel longsword of massacre (138% power, 4 apr).
You gain 16.02 gold from the transmogrification of Duathelnigh the dwarven-steel longsword (124% power, 4 apr).
You gain 7.06 gold from the transmogrification of plaguebringer's dwarven-steel greatsword of paradox (140% power, 2 apr).
You gain 17.50 gold from the transmogrification of Golden Three-Edged Sword 'The Truth' (160% power, 9 apr).
You gain 1.25 gold from the transmogrification of arcing dwarven-steel greatmaul (151% power, 2 apr).
You gain 0.50 gold from the transmogrification of steel greatmaul (135% power, 2 apr).
You gain 25.00 gold from the transmogrification of Tirakai's Maul (139% power, 6 apr).
You gain 5.00 gold from the transmogrification of balanced dwarven-steel battleaxe of erosion (137% power, 2 apr).
You gain 5.20 gold from the transmogrification of balanced dwarven-steel battleaxe of daylight (138% power, 2 apr).
You gain 14.04 gold from the transmogrification of steel battleaxe 'Fognull' (118% power, 2 apr).
You gain 0.75 gold from the transmogrification of yew starstaff (120% power, 4 apr, physical element).
You gain 3.29 gold from the transmogrification of shimmering yew vilestaff (120% power, 4 apr, fire element).
You gain 4.03 gold from the transmogrification of shimmering yew magestaff of might (120% power, 4 apr, lightning element).
You gain 3.15 gold from the transmogrification of potent yew vilestaff of fate (124% power, 4 apr, fire element).
You gain 5.17 gold from the transmogrification of shimmering ash magestaff of greater warding (111% power, 3 apr, lightning element).
You gain 4.22 gold from the transmogrification of cruel ash starstaff of illumination (111% power, 3 apr, darkness element).
You gain 0.50 gold from the transmogrification of ash magestaff (111% power, 3 apr, arcane element).
You gain 2.44 gold from the transmogrification of titan's gold ring of clarity.
You gain 5.31 gold from the transmogrification of steel amulet of manastreaming.
You gain 1.50 gold from the transmogrification of wild infusion of the warrior (res 35%; mental; dur 2; cd 11).
There is a Entrance to a ruined dungeon 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.
Saving game...
Saving done.