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 | Dwarf |
Class | Skirmisher |
Level / Exp | 15 / 17% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 42 (base 41) |
Constitution | 14 (base 10) |
Magic | 9 (base 10) |
Willpower | 14 (base 11) |
Cunning | 32 (base 32) |
Resources
Life | 449/449 |
Stamina | 139/139 |
Healing Factor | 1.0372895330003 |
Regeneration | 2.3339014492507 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +95.238095238095% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 30.915571422826 |
See Invisible | 30.915571422826 |
Offense: Mainhand
Damage | 67 |
Accuracy | 49 |
Crit Chance | 18% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 14 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Darkness | +11% |
Blight | +10% |
Arcane | +3% |
Cold | +10% |
Acid | +9% |
Offense: Damage Penetration
Cold | +8% |
Defense: Base
Armour (hardiness) | 18 (48.594633868923%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 5.9238052216851 |
Physical Save | 15 |
Spell Save | 14 |
Mental Save | 16 |
Defense: Resistances
Lightning | + 20%( 70%) |
Nature | + 31%( 70%) |
Darkness | + 46%( 70%) |
Blight | + 22%( 70%) |
Cold | + 40%( 70%) |
Fire | + 13%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 61% |
Confusion Resistance | 21% |
Instadeath Resistance | 100% |
Poison Resistance | 10% |
Silence Resistance | 23% |
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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
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 608% 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 / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Pace Yourself |
talent | Trained Reactions |
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 |
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 failed to protect the lone alchemist from death by ZenSlings. Escort: lone alchemist (level 3 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * '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 |
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 | undeterred pair of iron boots (0 def, 3 armour) undeterred pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Fatigue +2% Silence Resist +23% Confus Resist +21% Stun Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | barbed pouch of steel shots of daylight (19/19, 27-32 power, 2 apr) barbed pouch of steel shots of daylight (19/19, 27-32 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Arcane/Master Weapon Damage 27.0 - 32.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +9.5% Capacity 19 On-ranged-hit +5 light Damage Against +6% Undead On Critical: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +44.00 other ------- Light +5 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 | Daguzor (0 def, 1 armour) Daguzor (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Mag defense ------ Armor +1 Fatigue +1% Crit Resistance 5.00% Stun Resist +20% A cap made of leather. |
On hands | iron gauntlets 'Lisubeth' (0 def, 1 armour) =life= iron gauntlets 'Lisubeth' (0 def, 1 armour) =life=1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +4 Str offense ------ Ignore Armor +1 defense ------ Armor +1 Fatigue +1% Unlife -40.00 life Life Regen +2.00 other ------- Stamina/turn +0.70 Max stamina +12.00 Max psi +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | cleansing iron torque of gale force [power 105] (13 cooldown) cleansing iron torque of gale force [power 105] (13 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring 'Gloryminn' copper ring 'Gloryminn'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Critical power +15.00% Damage +10% blight defense ------ Resistance +10% blight Physical save +3 (+3 eff.) other ------- Mana-on-crit +2.00 Rings make your fingers look great! |
On fingers | treant's copper ring of darkness (+6%) treant's copper ring of darkness (+6%)0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Nature While equipped: offense ------ Damage +11% darkness defense ------ Resistance +6% blight +6% nature +22% darkness Poison Resist +10% Disease Resist +12% Rings make your fingers look great! |
Around neck | grounding copper amulet grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% lightning Stun Resist +21% Amulets make your neck look great! |
In main hand | steady cured leather sling of lightning steady cured leather sling of lightning4.0 Encumbrance T2 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +5 lightning While equipped: offense ------ Physical Crit +2.0% Damage +9% lightning Accuracy +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Around waist | rough leather belt 'Scorchripper' rough leather belt 'Scorchripper'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) Damage +9% acid +3% arcane When Hit 2 acid 2 arcane defense ------ Resistance +6% fire Spell save +6 (+6 eff.) other ------- Size +1 A belt that goes around your waist. |
In off hand | Wrathroot's Barkwood (9 def, 10 armour, 22-30 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 22-30 power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 21.5 - 30.1 Physical Uses 150% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+0 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+5 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 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. |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
rough leather belt rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
rough leather belt 'Xydheda' =mag= rough leather belt 'Xydheda' =mag=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Mag offense ------ Ignore resists +5% blight defense ------ Resistance +6% fire +6% cold Spell save +6 (+6 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max vim +50.00 A belt that goes around your waist. |
Bregastir the Hailrot (0 def, 3 armour) =mag= Bregastir the Hailrot (0 def, 3 armour) =mag=3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Dex +1 Mag +1 Wil offense ------ Damage +12% cold defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal +9% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) =mag= restful dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) =mag=1.5 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +3% arcane defense ------ Armor +2 Fatigue +3% Life Regen +1.00 other ------- Stamina/turn +0.80 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A cap made of leather. |
rough leather cap 'Phoenixkiller' (0 def, 1 armour) =mag= rough leather cap 'Phoenixkiller' (0 def, 1 armour) =mag=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +4 Mag offense ------ On-Hit (Melee): * 10% chance to slow global speed by 40% defense ------ Armor +1 Fatigue +1% Resistance +15% fire +5% cold Crit Resistance 5.00% A cap made of leather. |
iron helm 'Flashqueen' (0 def, 3 armour) =water= iron helm 'Flashqueen' (0 def, 3 armour) =water=3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% lightning When Hit 4 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Armor +3 Fatigue +5% Resistance +5% cold +6% mind +6% darkness other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 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. |
3 spinel 3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
4 citrine 4 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. |
5 zircon 5 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. |
2024 Little Gems 2024 Little Gems0.0 Encumbrance T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2024/2024 A set of 2024 tiny explosive spheres. |
122 alchemist agate 122 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. |
iron pickaxe 'Zubamira' (dig speed 29 turns) =Mag= iron pickaxe 'Zubamira' (dig speed 29 turns) =Mag=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Mag +4 Con offense ------ Physical Power +4 (+2 eff.) Move Speed +10% When Hit 2 mind defense ------ Resistance +5% arcane other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Achievements
By ZenSlings the Dwarf Skirmisher level 10
29th Voratun 122nd year of Ascendancy at 10:21 see stats
By ZenSlings the Dwarf Skirmisher level 6
18th Voratun 122nd year of Ascendancy at 16:12 see stats
By ZenSlings the Dwarf Skirmisher level 10
30th Voratun 122nd year of Ascendancy at 05:29 see stats
By ZenSlings the Dwarf Skirmisher level 14
18th Profit 122nd year of Ascendancy at 15:27 see stats
By ZenSlings the Dwarf Skirmisher level 15
24th Profit 122nd year of Ascendancy at 19:49 see stats
Log
ZenSlings shoots!
Spellblaze Crystal casts Manathrust.
ZenSlings reacts to damage from Spellblaze Crystal, mitigating the blow!.
Spellblaze Crystal hits ZenSlings for (22 flat reduction), (25 reacted , -4 stam), 88 arcane (88 total damage).
Spellblaze Crystal teleports some damage to ZenSlings!
ZenSlings's Shoot hits Spellblaze Crystal for (70 teleported), 0 physical, (5 teleported), 0 lightning, (5 teleported), 0 light (0 total damage).
ZenSlings's Shoot hits ZenSlings for 70 teleported, 5 teleported, 5 teleported (80 total damage).
LIFE LOST WARNING!
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Keyboard input temporarily disabled.
ZenSlings shoots!
Spellblaze Crystal teleports some damage to ZenSlings!
ZenSlings's Shoot hits Spellblaze Crystal for (78 teleported), 0 physical, 5 lightning, (5 teleported), 0 light (5 total damage).
ZenSlings's Shoot hits ZenSlings for 78 teleported, 5 teleported (83 total damage).
Spellblaze Crystal casts Elemental Bolt!
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ZenSlings stops regenerating health quickly.
Talent Bash and Smash is ready to use.
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Resting starts...
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Healing is ready to use.
Rested for 35 turns (stop reason: all resources and life at maximum).
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Connection to online server lost, trying to reconnect.
Connection to online server established.