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 | Drem |
Class | Sun Paladin |
Level / Exp | 15 / 6% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 49 (base 41) |
Dexterity | 14 (base 10) |
Constitution | 13 (base 10) |
Magic | 45 (base 33) |
Willpower | 13 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 408/408 |
Positive | 32/32 |
Stamina | 150/150 |
Healing Factor | 1.0283363011315 |
Regeneration | 6.4271018820719 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 5 |
See Invisible | 7 |
Offense: Mainhand
Damage | 85 |
Accuracy | 55 |
Crit Chance | 39% |
APR | 30 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 32 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 13 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +5% |
Light | +3% |
Temporal | +3% |
Offense: Damage Penetration
Temporal | +15% |
Defense: Base
Armour (hardiness) | 31.551211628464 (73.607947236566%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 19 |
Physical Save | 26 |
Spell Save | 21 |
Mental Save | 23 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 10%( 70%) |
Physical | + 11%( 70%) |
Cold | + 5%( 70%) |
All | 0%( 70%) |
Lightning | + 26%( 70%) |
Light | + 7%( 70%) |
Fire | + 18%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Stun Resistance | 66% |
Blind Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 44% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 291 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 67 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 Magic 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: 11 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 Dexterity stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
talent | Weapon of Wrath |
talent | Second Life |
talent | Weapon of Light |
talent | Chant of Fortitude |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Belebeth the wolf. Escort: lone alchemist (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed skeleton mage skull. * You've found the needed orc heart. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 | Olirab (20 def, 3 armour) Olirab (20 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str defense ------ Armor +3 Defense +20 (+10 eff.) Fatigue -5% Physical save +9 (+5 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
Light source | Isidhevena the brass lantern Isidhevena the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Crit +1.0% defense ------ Resistance +3% nature Unlife -40.00 life Stun Resist +20% other ------- Stamina/turn +3.00 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 | iron helm 'Velarimina' (5 def, 3 armour) iron helm 'Velarimina' (5 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con defense ------ Armor +3 Defense +5 (+3 eff.) Fatigue +5% Resistance +3% acid Crit Resistance 5.00% Spell save +3 (+2 eff.) Mind save +6 (+3 eff.) Knockbk Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Khelohell the hardened leather gloves (0 def, 2 armour) Khelohell the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +5 Mag +3 Wil offense ------ On-Hit 5 acid 5 light 4 fire 3 lightning 4 cold Damage +3% temporal +5% arcane +3% light Ignore resists +15% temporal defense ------ Armor +2 Resistance +7% light Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% 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 | iron pickaxe 'Durudechik' (dig speed 28 turns) =str= iron pickaxe 'Durudechik' (dig speed 28 turns) =str=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Physical Crit +1.0% Physical Power +5 (+1 eff.) Accuracy +15 (+4 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 8 other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | warrior's steel ring of sensing warrior's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str defense ------ Armor +4 Blind Resist +27% other ------- Infravision +3 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
On fingers | mule's steel ring of perseverance mule's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -6% Life Regen +2.00 Stun Resist +21% other ------- Encumbrance +20 Rings make your fingers look great! |
Around neck | warrior's copper amulet of murder warrior's copper amulet of murder0.1 Encumbrance T1 amulet jewelry [Ego+] Nature/Master While equipped: offense ------ Critical power +10.00% Accuracy +5 (+1 eff.) Ignore Armor +11 defense ------ Resistance +10% blight +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! It was hardened by the digestive sack. |
In main hand | Daimiyon the voratun waraxe (39-55 power, 6 apr) Daimiyon the voratun waraxe (39-55 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 39.0 - 54.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +10.0% Attack Speed 100% On-hit +4 physical On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Dex offense ------ Physical Crit +15.0% Critical power +31.00% Combat Speed +10% Accuracy +32 (+9 eff.) Ignore Armor +13 On-Hit (Melee): * 22% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +5 (+3 eff.) Physical save +3 (+2 eff.) One-handed war axes. |
Around waist | rough leather belt of carrying rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -5% other ------- Encumbrance +20 A belt that goes around your waist. |
In off hand | icy iron shield of lightning resistance (+15%) (0 def, 2 armour, 11-13 power, 22.5 block) icy iron shield of lightning resistance (+15%) (0 def, 2 armour, 11-13 power, 22.5 block)7.0 Encumbrance T1 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 11.0 - 13.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +22 While equipped: offense ------ On-Hit 6 cold When Hit 2 ice defense ------ Armor +2 Fatigue +8% Resistance +15% lightning other ------- Talents +1 Block Handheld deflection devices. |
Cloak | Lisiwe the Frozenfiend (1 def, 0 armour) Lisiwe the Frozenfiend (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil offense ------ When Hit 4 cold defense ------ Defense +1 (+1 eff.) Resistance +6% lightning Life +33.00 Life Regen +4.00 other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | searing steel plate armour of the dragon (0 def, 9 armour) searing steel plate armour of the dragon (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego++] Arcane/Nature While equipped: offense ------ On-Hit 8 acid 11 fire When Hit 10 acid 9 fire defense ------ Armor +9 Fatigue +22% Resistance +20% acid +6% physical +18% fire +5% lightning +5% cold Disarm Resist +20% Stun Resist +25% Knockbk Resist +24% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
Blizzardfear the steel amulet Blizzardfear the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Wil offense ------ Critical power +5.00% Mindpower +5 (+5 eff.) Ignore resists +10% cold defense ------ Mind save +5 (+3 eff.) Healmod +12% Blind Resist +12% Cut Resist +50% Confus Resist +11% other ------- Hate-on-crit +2.00 Max hate +8.00 Max psi +10.00 Infravision +4 Sight +2 See Invisibility +8 Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 126 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
insulating steel amulet of strength (+2) =str= insulating steel amulet of strength (+2) =str=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +12% fire +10% cold Amulets make your neck look great! |
mule's copper ring of clarity =conf= mule's copper ring of clarity =conf=0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Fatigue -4% Mind save +6 (+3 eff.) Confus Resist +21% other ------- Encumbrance +20 Rings make your fingers look great! |
wizard's copper ring of darkness (+22%) =mag= wizard's copper ring of darkness (+22%) =mag=0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Spell save +4 (+2 eff.) Rings make your fingers look great! |
iron greatsword (18-28 power, 1 apr) iron greatsword (18-28 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 17.5 - 28.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
Boltstrider (3 def, 2 armour) =mag= Boltstrider (3 def, 2 armour) =mag=9.0 Encumbrance T1 light armor [Rare] Disrupt While equipped: Stats +1 Wil +2 Mag offense ------ When Hit 10 lightning defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +11% blight +10% nature +3% acid A suit of armour made of leather. |
Aryldata =lif= Aryldata =lif=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Power +10 (+3 eff.) Ignore resists +5% physical defense ------ Life +90.00 Teleport Resist +20% A belt that goes around your waist. |
Darkquell (1 def, 0 armour) =stats= Darkquell (1 def, 0 armour) =stats=2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Str +1 Dex +1 Mag +2 Wil +1 Cun defense ------ Defense +1 (+1 eff.) Resistance +9% acid +3% darkness other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Deepsslice the linen cloak (1 def, 0 armour) =mag= Deepsslice the linen cloak (1 def, 0 armour) =mag=2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil offense ------ Ignore resists +5% light +5% darkness defense ------ Defense +1 (+1 eff.) Resistance +6% darkness +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Ravensorrow' (1 def, 0 armour) =maybe later= linen cloak 'Ravensorrow' (1 def, 0 armour) =maybe later=2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% darkness +6% fire When Hit 2 darkness defense ------ Defense +1 (+1 eff.) Resistance +6% mind Mind save +6 (+3 eff.) Life +53.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
rough leather cap 'Daimonarivor' (0 def, 1 armour) =mag= rough leather cap 'Daimonarivor' (0 def, 1 armour) =mag=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Mag offense ------ Ignore resists +10% acid defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal +3% acid Crit Resistance 5.00% A cap made of leather. |
3 agate 3 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. |
7 spinel 7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
5 citrine 5 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. |
3 zircon 3 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. |
120 alchemist agate 120 alchemist agate0.0 Encumbrance 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Imp Claw Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 105.91 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 263/400 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. |
Achievements
By Zencrusader the Drem Sun Paladin level 10
3rd Acquisition 122nd year of Ascendancy at 16:09 see stats
By Zencrusader the Drem Sun Paladin level 10
1st Profit 122nd year of Ascendancy at 17:10 see stats
By Zencrusader the Drem Sun Paladin level 15
21st Profit 122nd year of Ascendancy at 22:41 see stats
Log
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Today is the 23rd Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:53.
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Today is the 24th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
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There is a Entrance to the Scintillating Caves here (press '' or right click to use).
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There is a Entrance to the Scintillating Caves here (press '' or right click to use).
--------------------------------
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 25th Profit of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
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There is a Elvala (Town) here (press '' or right click to use).
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There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.