








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/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:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Nightmare Adventure |
| Sex | Female |
| Race | MajOrc |
| Class | Archmage |
| Level / Exp | 10 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 10 on the 58th Haze 122nd year of Ascendancy at 07:25 3 / 2Killed by Muredo at level 10 on the 58th Haze 122nd year of Ascendancy at 07:29 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 34 (base 34) |
| Willpower | 28 (base 24) |
| Cunning | 17 (base 11) |
Resources
| Life | 256/256 |
| Mana | 285/285 |
| Healing Factor | 1.1372895330003 |
| Regeneration | 2.5589014492507 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -61.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 4 |
| See Stealth | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 7 |
| Crit Chance | 5% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +10% |
| Lightning | +9% |
| Light | +4% |
| Cold | +10% |
Offense: Damage Penetration
| Acid | +10% |
| Fire | +5% |
| Cold | +23% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 5 |
| Physical Save | 16 |
| Spell Save | 20 |
| Mental Save | 20 |
Defense: Resistances
| Darkness | + 10%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 12%( 70%) |
| Cold | + 26%( 70%) |
| Mind | + 15%( 70%) |
| Fire | + 13%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (49 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.60 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Orc | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * '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 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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 sandworm tooth. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Ashglean (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +15.00% Ignore resists +5% fire defense ------ Armor +1 Defense +5 (+3 eff.) Resistance +6% fire +3% darkness +5% cold A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+4 eff.) Life +40.00 Healmod +10% other ------- 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 | grounding iron helm of dexterity (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of psionic shield [power 25] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +22% other ------- Infravision +4 See Stealth +6 See Invisibility +7 Rings make your fingers look great! |
| Around waist | rough leather belt 'Yaroyadil'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Str offense ------ Ignore resists +10% acid defense ------ Defense +9 (+5 eff.) Stealth +6 Life +20.00 Life Regen +2.00 Pinning Resist +20% A belt that goes around your waist. |
| In main hand | shimmering elm magestaff of might (100% power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +3 (+1 eff.) Damage +10% arcane other ------- Mana/turn +0.10 Max mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Erelyregodin the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 7 light Damage +4% light defense ------ Armor +1 Resistance +5% light +9% mind 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. |
| Main armor | Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | Getogrim the Gleamraider (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +9% lightning When Hit 2 light defense ------ Defense +1 (+1 eff.) Resistance +3% light Mind save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Winterhunter the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +1 Mag +2 Cun +3 Con offense ------ Physical Power +5 (+2 eff.) Ignore resists +15% cold Amulets make your neck look great! |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature 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..." |
regeneration infusion (heal 60; 17 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. 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 |
regeneration infusion of the duelist (heal 104; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 104 life over 5 turns. Its effects scale with your Dexterity 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 |
shatter afflictions rune of the titan (absorb 44; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 44 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
cruel elm starstaff of fate (100% power, 2 apr, temporal element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% temporal defense ------ Physical save +5 (+4 eff.) Spell save +5 (+3 eff.) Mind save +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (100% power, 2 apr, temporal element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (100% power, 2 apr, acid element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel greatmaul of paradox (130% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane Weapon Damage 131% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +9 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 53 damage While equipped: defense ------ Resistance +9% temporal Massive two-handed mauls. |
iron mace (107% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
iron shield (0 def, 2 armour, 97% power, 18 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Normal] When used to Attack: Weapon Damage 97% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +18 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
iron shield of lightning resistance (+16%) (0 def, 2 armour, 96% power, 20.5 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego] Master When used to Attack: Weapon Damage 96% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 While equipped: defense ------ Armor +2 Fatigue +8% Resistance +16% lightning other ------- Talents +1 Block Handheld deflection devices. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
iron mail armour 'Aeretta' (2 def, 8 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue +12% Resistance +19% lightning Life Regen +4.00 Healmod +5% A suit of armour made of mail. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
Oozemaster the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) When Hit 8 fire On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +3% nature Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +14.00 A pair of boots made of leather. |
Unreroddagrim the pair of iron boots (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +5 Fatigue +2% Resistance +3% darkness +3% acid other ------- Light +3 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 lightning Damage +4% lightning defense ------ Armor +1 Fatigue +1% Resistance +6% lightning 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. |
steady dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +3% arcane Accuracy +5 (+5 eff.) defense ------ Armor +2 Fatigue +3% Physical save +5 (+4 eff.) Mind save +5 (+2 eff.) Disarm Resist +23% 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. |
cleansing linen wizard hat of nature (+21%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +10% nature defense ------ Defense +1 (+1 eff.) Resistance +21% nature +6% blight A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
Lightwild the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +5% Resistance +6% light +3% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Hettyharaldir the Skyrace2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ When Hit 2 lightning defense ------ Resistance +6% nature +3% mind Mind save +5 (+2 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +3 See Stealth +5 See Invisibility +7 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
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)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. |
Amiran [power 100] (25 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +3 Cun offense ------ Mind Crit +2% When Hit 2 mind defense ------ Resistance +6% acid +6% blight Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 204 Base Damage: 113 Armor: 3 All Resist: 4 Puts all charms on 25 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. |
elm wand of shielding [power 110] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Muredo the MajOrc Archmage level 10
55th Haze 122nd year of Ascendancy at 23:36 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Muredo the MajOrc Archmage level 10
58th Haze 122nd year of Ascendancy at 07:29 see stats
Log
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Muredo uses Infusion: Regeneration.
Muredo starts regenerating health quickly.
Talent Pulverizing Auger is ready to use.
Muredo receives 25 healing from Temporal Restoration Field.
Weakness Disease from Elven cultist hits Muredo for 38 blight damage.
Rotting Disease from Elven cultist hits Muredo for 45 blight damage.
Elven cultist misses Muredo.
Muredo casts Displacement Shield.
The very fabric of space alters around Muredo.
Talent Ice Shards is ready to use.
Muredo teleports some damage to Elven cultist!
Muredo receives 25 healing from Temporal Restoration Field.
Weakness Disease from Elven cultist hits Muredo for (38 teleported), 0 blight (0 total damage).
Weakness Disease from Elven cultist hits Elven cultist for 38 teleported damage.
Rotting Disease from Elven cultist hits Muredo for 45 blight damage.
Elven cultist casts Soul Rot.
Elven cultist's Soul Rot hits Muredo for 198 blight damage.
Muredo the level 10 majorc archmage was tainted to death by an elven cultist on level 1 of Rhaloren Camp.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elven cultist's Soul Rot killed Muredo!
Saving game...
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!























































































