Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
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. 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: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Roguelike |
Sex | Male |
Race | Krog |
Class | Wyrmic |
Level / Exp | 11 / 67% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 42 (base 36) |
Dexterity | 13 (base 10) |
Constitution | 14 (base 11) |
Magic | 8 (base 10) |
Willpower | 39 (base 25) |
Cunning | 12 (base 10) |
Resources
Life | 518/518 |
Equilibrium | 40 |
Healing Factor | 1.0372895330003 |
Regeneration | 3.8585746396615 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Invisible | 9 |
Offense: Mainhand
Damage | 45 |
Accuracy | 38 |
Crit Chance | 9% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 23 |
Accuracy | 38 |
Crit Chance | 6% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Mind | +9% |
Offense: Damage Penetration
Lightning | +10% |
Light | +25% |
Arcane | +5% |
Mind | +15% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 29.125600555191 (72.903125182002%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 16 |
Mental Save | 30 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 11%( 70%) |
Physical | + 5%( 70%) |
Cold | + 21%( 70%) |
All | 0%( 70%) |
Lightning | + 28%( 70%) |
Temporal | + 6%( 70%) |
Darkness | + 11%( 70%) |
Fire | + 41%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Stun Resistance | 43% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
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 442% 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. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
talent | Icy Skin |
talent | Antimagic Shield |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | 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 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 |
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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed orc heart. * '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 |
Equipment
On feet | Aerirabeth (0 def, 3 armour) Aerirabeth (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Resistance +6% lightning +3% physical +12% cold Life +20.00 other ------- Infravision +2 See Invisibility +3 A pair of boots made of leather. |
Light source | Balancebane Balancebane2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Dex +1 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Resistance +9% lightning Crit Resistance 10.00% other ------- Light +6 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 | Gatir the rough leather cap (5 def, 3 armour) Gatir the rough leather cap (5 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Physical Crit +2.0% Damage +3% mind Ignore Armor +2 defense ------ Armor +3 Defense +5 (+3 eff.) Fatigue +1% other ------- EQ when Hit +0.16 A cap made of leather. |
On hands | Ivutira the Earthrigor (0 def, 1 armour) Ivutira the Earthrigor (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Damage +3% mind Ignore resists +10% mind +5% nature Accuracy +6 (+2 eff.) On-Hit (Melee): * 10% chance to slow global speed by 45% defense ------ Armor +1 Physical save +5 (+2 eff.) Mind save +18 (+9 eff.) Disarm Resist +20% 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. |
Tool | Runogostir the iron pickaxe (dig speed 38 turns) Runogostir the iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Mind Crit +1% Ignore resists +5% arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Fatigue -5% other ------- Mana-on-crit +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Fogwrecker Fogwrecker0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil defense ------ Resistance +3% acid +6% temporal +3% nature Mind save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | copper ring 'Shockimmortal' copper ring 'Shockimmortal'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun offense ------ Damage +3% mind Ignore resists +10% lightning +5% mind +5% nature Accuracy +8 (+3 eff.) Ignore Armor +7 defense ------ Defense +8 (+5 eff.) other ------- Psi when Hit +0.12 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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. Rings make your fingers look great! |
Around neck | Gleamvalor the copper amulet Gleamvalor the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +25% light On-Hit (Melee): * 20 arcane resource burn * 10% chance to reduce armor by 13% defense ------ Resistance +10% lightning Stun Resist +23% Amulets make your neck look great! |
In main hand | Blazeglean the iron waraxe (10-15 power, 2 apr) Blazeglean the iron waraxe (10-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 nature +8 light On-crit, radius 2 +4 light While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 16% other ------- Infravision +1 See Invisibility +6 One-handed war axes. |
Around waist | Mighty Girdle 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. |
In off hand | iron mace of erosion (12-18 power, 2 apr) iron mace of erosion (12-18 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Nature Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 nature Blunt and deadly. |
Cloak | Buladir the linen cloak (1 def, 0 armour) Buladir the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Mind Crit +2% Critical power +10.00% On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Defense +1 (+1 eff.) Life +32.00 other ------- EQ when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | radiant iron mail armour of the deep (2 def, 5 armour) =Water breathing= radiant iron mail armour of the deep (2 def, 5 armour) =Water breathing=14.0 Encumbrance T1 heavy armor [Ego++] Nature While equipped: Stats +2 Wil defense ------ Armor +5 Defense +2 (+2 eff.) Fatigue +12% Resistance +11% blight +6% cold +11% darkness +6% acid other ------- Light +1 Breathe water A suit of armour made of mail. |
Inventory
iron mace 'Galehack' (13-18 power, 2 apr) =stats= iron mace 'Galehack' (13-18 power, 2 apr) =stats=3.0 Encumbrance T1 mace 1H weapon [Rare] Disrupt Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Damage Against +6% Unnatural While equipped: Stats +3 Dex +2 Wil +2 Cun +3 Con defense ------ Resistance +3% lightning Blunt and deadly. |
iron shield (0 def, 2 armour, 8-10 power, 18 block) iron shield (0 def, 2 armour, 8-10 power, 18 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 8.5 - 10.2 Physical Uses 100% Str 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 mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
Anigorion the Sleetwrest (1 def, 0 armour) =will= Anigorion the Sleetwrest (1 def, 0 armour) =will=2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +5 Wil offense ------ Damage +9% cold On-Hit (Melee): * 10% chance to reduce armor by 13% defense ------ Defense +1 (+1 eff.) Resistance +3% cold Mind 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. |
linen wizard hat 'Betymitha' (1 def, 0 armour) =Dex= linen wizard hat 'Betymitha' (1 def, 0 armour) =Dex=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Dex +1 Con offense ------ Damage +10% lightning defense ------ Defense +1 (+1 eff.) Resistance +15% lightning +6% fire +3% blight A pointy cloth hat, very wizardly... |
Armytotar (0 def, 3 armour) =con/will= Armytotar (0 def, 3 armour) =con/will=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Wil +3 Con offense ------ Spellpower +5 (+5 eff.) Spellpower/crit +4 Damage +3% blight Ignore resists +20% arcane defense ------ Armor +3 Fatigue +5% other ------- Mana-on-crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate agate0.0 Encumbrance 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. |
5 spinel 5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
3 citrine 3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
brass lantern 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 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. |
elm totem of stinging [power 110] (15 cooldown) elm totem of stinging [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By ZenWyrm the Krog Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 11:22 see stats
By ZenWyrm the Krog Wyrmic level 7
79th Pyre 122nd year of Ascendancy at 23:36 see stats
Log
You gain 1.92 gold from the transmogrification of blooming mossy mindstar of life (3-3 power, 12 apr, nature damage).
You gain 0.75 gold from the transmogrification of acidic iron dagger (9-12 power, 5 apr).
You gain 1.79 gold from the transmogrification of thought-forged iron waraxe (11-15 power, 2 apr).
You gain 0.25 gold from the transmogrification of iron greatsword (15-24 power, 1 apr).
You gain 0.05 gold from the transmogrification of copper ring.
You gain 0.05 gold from the transmogrification of copper amulet.
There is a way to the next level here (press '' or right click to use).
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 62 turns (stop reason: at exit).
--------------------------------
Saving done.
There is a way to the next level here (press '' or right click to use).
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 89 turns (stop reason: at exit).
--------------------------------
Saving done.
There is a Passageway into Norgos' Lair 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.