Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Steamtech UI 1.1.4 ZOmnibus Addon Pack 1.3.0Combines 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: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Necromancer |
Level / Exp | 6 / 19% |
Size | medium |
Lifes / Deaths | Killed by elven blood mage at level 6 on the 3rd Mirth 122nd year of Ascendancy at 05:06 0 / 4Killed by elven blood mage at level 6 on the 3rd Mirth 122nd year of Ascendancy at 05:27 Killed by elven blood mage at level 6 on the 3rd Mirth 122nd year of Ascendancy at 05:44 Killed by elven blood mage at level 6 on the 3rd Mirth 122nd year of Ascendancy at 05:58 |
Primary Stats
Strength | 1 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 22 (base 22) |
Magic | 31 (base 27) |
Willpower | 32 (base 27) |
Cunning | 17 (base 11) |
Resources
Life | -39/174 |
Mana | 285/285 |
Souls | 0/10 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 4 |
Offense: Mainhand
Damage | 8 |
Accuracy | 12 |
Crit Chance | 12% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 24.6 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
All | +5% |
Defense: Base
Armour (hardiness) | 0 (30%) |
Defense | 6.5 |
Ranged Defense | 6.5 |
Fatigue | 0 |
Physical Save | 9.1 |
Spell Save | 24.55 |
Mental Save | 18.2 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Animus | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The mana surge engulfs the target, regenerating 4.40 mana per turn. Surging mana |
detrimental effect | The target is infected by a disease, reducing its strength by 9 and doing 17.69 blight damage per turn. Weakness Disease |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
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 must explore the renegade Shaloren camp. | active |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one storm wyrm claw. I recommend severing one of 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 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.' | active |
Equipment
Around waist | [vs. noble's rough leather belt of burglary (Around waist)] noble's rough leather belt of burglarynoble's rough leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4(-) Dex / +4(-) Cun / +6(-) Lck Reduced damage from: +15% (-)Summoned Trap disarming bonus: +6 (-) Stealth bonus: +6 (-) Infravision radius: +4 (-) A belt that goes around your waist. |
Around neck | [vs. Feathersteel Amulet (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% (-) Maximum encumbrance: +20 (-) Movement speed: +20% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Main armor | [vs. woollen robe of power (0 def, 0 armour) (Main armor)] woollen robe of power (0 def, 0 armour)woollen robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes damage: +5%(-) all Spellpower: +10 (+5 eff.) (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
On head | [vs. spellwoven linen wizard hat (1 def, 0 armour) (On head)] spellwoven linen wizard hat (1 def, 0 armour)spellwoven linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Mana each turn: +0.10 (-) Spellpower: +3 (+2 eff.) (-) Spell crit. chance: +2% (-) A pointy cloth hat, very wizardly... |
Light source | [vs. brass lantern (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 (-) 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. |
Cloak | [vs. spellcowled linen cloak of Eldoral (1 def, 0 armour) (Cloak)] spellcowled linen cloak of Eldoral (1 def, 0 armour)spellcowled linen cloak of Eldoral (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Dex / +2(-) Mag / +2(-) Wil / +1(-) Cun Spell save: +6 (+3 eff.) (-) Maximum mana: +40.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | [vs. cruel elm starstaff of channeling (10-12 power, 2 apr, light element) (In main hand)] cruel elm starstaff of channeling (10-12 power, 2 apr, light element)cruel elm starstaff of channeling (10-12 power, 2 apr, light element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +6.0% (-) Changes damage: +10%(-) light Talents granted: +1.00(-) Command Staff Critical mult.: +10.00% (-) Mana each turn: +0.11 (-) Spellpower: +12 (+6 eff.) (-) Spell crit. chance: +1% (-) It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Inventory
[vs. Rune: Manasurge (on body)] manasurge rune of the psychic (728% regen over 10 turns; 36 instant mana)manasurge rune of the psychic (728% regen over 10 turns; 36 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 728% for 10 turns and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. copper ring of darkness (+22%)copper ring of darkness (+22%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
[vs. cruel elm starstaff of channeling (10-12 power, 2 apr, light element) (In main hand)] elm starstaff (10-12 power, 2 apr, temporal element)elm starstaff (10-12 power, 2 apr, temporal element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Changes damage: +0%(-10%) light / +10% temporal Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.11) Spellpower: +3 (+2 eff.) (-9 (-4 eff.)) Spell crit. chance: +1% (-) Staves designed for wielders of magic, by the greats of the art. |
[vs. cruel elm starstaff of channeling (10-12 power, 2 apr, light element) (In main hand)] iron mace (12.5-17.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. iron mace (12.5-17.5 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5(+2.5 - +5.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Physical crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Changes damage: +0%(-10%) light Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.11) Spellpower: +0 (+0 eff.) (-12 (-6 eff.)) Spell crit. chance: +0% (-1%) Blunt and deadly. |
[vs. cruel elm starstaff of channeling (10-12 power, 2 apr, light element) (In main hand)] acidic steel mace of projection (16-22.4 power, 3 apr)This item will automatically be transmogrified when you leave the level. acidic steel mace of projection (16-22.4 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4(+6.0 - +10.4) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (+1) Physical crit. chance: +1.0% (-1.5%) Attack speed: 100% (-) On weapon crit: + splashes the target with acid Damage (Melee): +5 mind / +6 acid When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Changes damage: +0%(-10%) light Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.11) Spellpower: +0 (+0 eff.) (-12 (-6 eff.)) Spell crit. chance: +0% (-1%) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. |
[vs. cruel elm starstaff of channeling (10-12 power, 2 apr, light element) (In main hand)] arcing steel waraxe of massacre (19.5-27.3 power, 3 apr)This item will automatically be transmogrified when you leave the level. arcing steel waraxe of massacre (19.5-27.3 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 19.5 - 27.3(+9.5 - +15.3) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (+1) Physical crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Changes damage: +0%(-10%) light Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.11) Spellpower: +0 (+0 eff.) (-12 (-6 eff.)) Spell crit. chance: +0% (-1%) One-handed war axes. |
[vs. cruel elm starstaff of channeling (10-12 power, 2 apr, light element) (In main hand)] creative vined mindstar of balance (5.5-6.05 power, 18 apr, mind damage)This item will automatically be transmogrified when you leave the level. creative vined mindstar of balance (5.5-6.05 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1(-4.5 - -5.9) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+16) Physical crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Changes stats: +3 Cun Changes damage: +0%(-10%) light Talent granted: +0(+-1) Command Staff Critical mult.: +5.00% (-5.00%) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Mana each turn: +0.00 (-0.11) Equilibrium when hit: +0.90 Spellpower: +0 (+0 eff.) (-12 (-6 eff.)) Spell crit. chance: +0% (-1%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
[vs. cruel elm starstaff of channeling (10-12 power, 2 apr, light element) (In main hand)] cured leather slingThis item will automatically be transmogrified when you leave the level. cured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 125% (+25%) Firing range: +7 When wielded/worn: Physical crit. chance: +0.0% (-6.0%) Changes damage: +0%(-10%) light Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.00 (-0.11) Spellpower: +0 (+0 eff.) (-12 (-6 eff.)) Spell crit. chance: +0% (-1%) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. acidic iron shield of lightning resistance (+16%) (4 def, 2 armour, 22.5 block)acidic iron shield of lightning resistance (+16%) (4 def, 2 armour, 22.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+4 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Damage (Melee): 5 acid Damage when hit (Melee): 14 acid Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices. |
[vs. woollen robe of power (0 def, 0 armour) (Main armor)] Cyruma (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. Cyruma (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +10% physical Changes damage: +0%(-5%) all / +10% physical Critical mult.: +5.00% Spellpower: +0 (+0 eff.) (-10 (-5 eff.)) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. woollen robe of power (0 def, 0 armour) (Main armor)] Eel-skin armour (10 def, 1 armour)Eel-skin armour (10 def, 1 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+10 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes damage: +0%(-5%) all Poison immunity: +30% Spellpower: +0 (+0 eff.) (-10 (-5 eff.)) Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.44 to 109.32 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
[vs. woollen robe of power (0 def, 0 armour) (Main armor)] iron plate armour of fire resistance (3 def, 7 armour)This item will automatically be transmogrified when you leave the level. iron plate armour of fire resistance (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+3 eff.) Fatigue: +20% Changes resistances: +16% fire Changes damage: +0%(-5%) all Spellpower: +0 (+0 eff.) (-10 (-5 eff.)) A suit of armour made of metal plates. |
[vs. noble's rough leather belt of burglary (Around waist)] rough leather belt of the vagrantrough leather belt of the vagrant Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-4) Dex / +0(-4) Cun / +2 Con / +0(-6) Lck Reduced damage from: +0% (-15% )Summoned Trap disarming bonus: +0 (-6) Stealth bonus: +0 (-6) Mental save: +6 (+4 eff.) Mindpower: +4 (+2 eff.) Infravision radius: +0 (-4) A belt that goes around your waist. |
[vs. spellcowled linen cloak of Eldoral (1 def, 0 armour) (Cloak)] thick linen cloak of the Shaloren (1 def, 5 armour)thick linen cloak of the Shaloren (1 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) (-) Changes stats: +0(-1) Dex / +1(-1) Mag / +1(-1) Wil / +0(-1) Cun Changes resistances: +11% cold Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum mana: +0.00 (-40.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots (0 def, 1 armour)pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
[vs. spellwoven linen wizard hat (1 def, 0 armour) (On head)] linen wizard hat (1 def, 0 armour)This item will automatically be transmogrified when you leave the level. linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Mana each turn: +0.00 (-0.10) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-2%) A pointy cloth hat, very wizardly... |
[vs. spellwoven linen wizard hat (1 def, 0 armour) (On head)] insulating iron helm of constitution (+3) (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. insulating iron helm of constitution (+3) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +5% Changes stats: +3 Con Changes resistances: +5% cold / +5% fire Mana each turn: +0.00 (-0.10) Spellpower: +0 (+0 eff.) (-3 (-2 eff.)) Spell crit. chance: +0% (-2%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
zircon 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. iron pickaxe 'Arthurin' (dig speed 29 turns)iron pickaxe 'Arthurin' (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+3 eff.) Fatigue: -2% Damage when hit (Melee): 4 blight Changes stats: +1 Str / +1 Cun / +2 Con Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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. |
This item will automatically be transmogrified when you leave the level. psionic iron torque of kinetic psionic shield [power 25] (20 cooldown)psionic iron torque of kinetic psionic shield [power 25] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Grinwal the Shalore Necromancer level 5
79th Pyre 122nd year of Ascendancy at 05:28 see stats
By Grinwal the Shalore Necromancer level 5
79th Pyre 122nd year of Ascendancy at 06:14 see stats
By Grinwal the Shalore Necromancer level 5
79th Pyre 122nd year of Ascendancy at 05:28 see stats
By Grinwal the Shalore Necromancer level 5
79th Pyre 122nd year of Ascendancy at 05:28 see stats
Log
Talent Rune: Shielding is ready to use.
Talent Invoke Darkness is ready to use.
Saving done.
You are sent back to the material plane!
Grinwal casts Invoke Darkness.
Elven blood mage casts Blood Spray.
Grinwal is afflicted by a weakness disease!
Elven blood mage hits Grinwal for 100 blight damage.
Grinwal's Invoke Darkness hits Elven blood mage for 93 darkness damage.
Weakness Disease from Elven blood mage hits Grinwal for 19 blight damage.
Grinwal's Chill of the Tomb hits Elven blood mage for 137 cold damage.
Chill of the Tomb is still on cooldown for 2 turns.
Invoke Darkness is still on cooldown for 3 turns.
Chill of the Tomb is still on cooldown for 2 turns.
Weakness Disease from Elven blood mage hits Grinwal for 19 blight damage.
Talent Chill of the Tomb is ready to use.
Weakness Disease from Elven blood mage hits Grinwal for 19 blight damage.
Grinwal casts Rune: Shielding.
A shield forms around Grinwal.
Grinwal casts Rune: Manasurge.
Grinwal starts to surge mana.
Elven blood mage casts Blood Grasp.
Your shield crumbles under the damage!
The shield around Grinwal crumbles.
Saving game...