










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.6.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned No Escort Quests 1.3.0Prevents escort quests from being generated. Frequently Asked Questions: Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 14 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton magus at level 6 on the 78th Pyre 122nd year of Ascendancy at 11:21 4 / 1 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 44 (base 39) |
| Willpower | 33 (base 28) |
| Cunning | 12 (base 11) |
Resources
| Life | 226/226 |
| Mana | 268/268 |
| Healing Factor | 1.0283363011316 |
| Regeneration | 0.25708407528289 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +50.85179503776% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 14 |
| Crit Chance | 6% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Blight | +9% |
| Arcane | +10% |
| Cold | +3% |
| All | 0% |
| Lightning | +20% |
| Physical | +9% |
| Fire | +3% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 18 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 7 |
| Spell Save | 24 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 12%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 14%( 70%) |
| Temporal | + 16%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 21%( 70%) |
| Darkness | + 29%( 70%) |
Defense: Immunities
| Pinning Resistance | 93% |
| Stun Resistance | 46% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 209 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 4 turns and blocking 69 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 544% 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 Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shielding |
| talent | Feather Wind |
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 must explore the scintillating caves. * You must explore the renegade Shaloren camp. | 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 have explored the Maze and vanquished the Minotaur. * 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within9 lumberjacks have died. | done |
Equipment
| On feet | insulating pair of iron boots of speed (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% fire / +5% cold Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | rough leather gloves 'Flamepride' (5 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+3 eff.) Damage (Melee): 6 acid Damage when hit (Melee): 4 fire Changes resistances: +6% acid Changes damage: +10% acid / +3% fire 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. |
| On head | Aryminor the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +1 Str / +2 Dex / +2 Mag / +1 Con Changes resistances: +8% lightning / +10% temporal Changes damage: +9% blight Light radius: +2 A pointy cloth hat, very wizardly... |
| Tool | elm wand of shielding 'Poromina' [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +10 (+5 eff.) Effects on melee hit: * 10% chance to slow global speed by 41% Changes damage: +9% physical Only die when reaching: -20.00 life Maximum stamina: +10.00 It can be used to create a shield absorbing up to 152 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+6 eff.) Armour penetration: +7 Defense: +8 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
| Main armor | shimmering linen robe of darkness (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% darkness / +7% all Changes damage: +10% arcane / +10% darkness Maximum mana: +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In main hand | yew magestaff 'Tundrablur' (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% fire / +5% arcane / +9% darkness Changes damage: +20% lightning / +3% cold Talent granted: +1 Command Staff Critical mult.: +11.00% Spell save: +3 (+2 eff.) Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Dagahek the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Mag / +2 Wil Changes resistances: +5% arcane / +3% mind Blindness immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern 'Zerosandil'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Con Mental save: +6 (+3 eff.) Stamina each turn: +3.00 Only die when reaching: -20.00 life Light radius: +3 See stealth: +7 See invisible: +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. |
Inventory
heroism infusion of the titan (die at -241; dur 5; cd 33)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -241 life. The duration and life will increase by 1% for every 1% life you have lost (currently 241 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, cold, mind)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 2 physical, 5 darkness, 4 cold, 3 mind It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+4 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 121.54 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (243). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
thick linen cloak of Iron Throne (1 def, 6 armour) =CON=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Sparkking' (0 def, 1 armour) =STR CON=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +2 Con Changes resistances: +3% light / +3% temporal Changes resistances penetration: +10% lightning Changes damage: +15% darkness It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
cinder rough leather gloves of strength (+2) (0 def, 1 armour) =STR=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +1 Damage (Melee): 6 fire Changes stats: +2 Str Changes resistances: +5% fire Changes damage: +3% fire 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. |
Magmastrike the linen wizard hat (1 def, 0 armour) =CON=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex / +3 Con Changes resistances: +16% fire Changes resistances penetration: +20% fire Changes damage: +14% fire Stamina each turn: +1.00 A pointy cloth hat, very wizardly... |
Noonmaim the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Cun / +3 Dex Changes resistances: +3% light See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zanomagund the Skymaster (0 def, 1 armour) =WATER PLEASE DON'T DROP=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Str / +1 Con Changes resistances: +6% lightning / +9% cold Allows you to breathe in: water Reduces incoming crit damage: 15.00% See invisible: +3 A cap made of leather. |
linen wizard hat 'Airbutcher' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +3% lightning / +3% nature / +3% mind Silence immunity: +10% Teleport immunity: +20% Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of strength (+3) (0 def, 1 armour) =STR=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Physical save: +11 (+11 eff.) A cap made of leather. |
Cuthybers the iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +11% nature Changes resistances penetration: +5% mind Changes damage: +5% nature / +3% acid Mindpower: +5 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Floepain' (dig speed 28 turns) =str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +5 Wil / +1 Cun Changes resistances: +5% arcane Changes resistances penetration: +10% cold Light radius: +2 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% fire / +6% cold / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 22.64 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Activation costs 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. |
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) Activation costs 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. |
innervating iron torque of psionic shield [power 23] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By ArchSatan the Shalore Archmage level 8
1st Summertide 122nd year of Ascendancy at 16:19 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By ArchSatan the Shalore Archmage level 10
9th Flare 122nd year of Ascendancy at 15:25 see stats
Orbituary (Nightmare (Adventure) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By ArchSatan the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 22:22 see stats
Log
You gain 10.00 gold from the transmogrification of ash totem of stinging [power 170] (15 cooldown).
You gain 2.96 gold from the transmogrification of high-capacity pouch of steel shots of daylight (51/51, 21-25 power, 2 apr).
You gain 4.00 gold from the transmogrification of agate.
You gain 2.30 gold from the transmogrification of deadly quiver of elm arrows of crippling (15/15, 25-35 power, 5 apr).
You gain 1.00 gold from the transmogrification of flaming steel shield (0 def, 4 armour, 42 block).
You gain 1.68 gold from the transmogrification of prismatic cured leather armour of cold resistance (6 def, 4 armour).
You gain 4.43 gold from the transmogrification of enlightening steel mail armour of stability (2 def, 6 armour).
You gain 14.75 gold from the transmogrification of Kindlebrawn (0 def, 4 armour).
You gain 3.16 gold from the transmogrification of scholar's pair of iron boots of tirelessness (0 def, 3 armour).
You gain 1.10 gold from the transmogrification of linen cloak of Eldoral (1 def, 0 armour).
You gain 0.46 gold from the transmogrification of rough leather belt of the mystic.
You gain 0.70 gold from the transmogrification of steel waraxe of massacre (20-27 power, 3 apr).
You gain 14.14 gold from the transmogrification of Ragitar the stralite waraxe (28-39 power, 9 apr).
You gain 4.97 gold from the transmogrification of cruel ash vilestaff of illumination (15-18 power, 3 apr, darkness element).
You gain 2.70 gold from the transmogrification of vined mindstar of disruption (4-5 power, 18 apr, nature damage).
You gain 7.52 gold from the transmogrification of Glowroar (11-12 power, 24 apr, nature damage).
You gain 0.70 gold from the transmogrification of steel mace of massacre (23-32 power, 3 apr).
You gain 3.43 gold from the transmogrification of steady ash longbow of dampening.
You gain 1.26 gold from the transmogrification of chilling iron greatsword of massacre (28-44 power, 1 apr).
You gain 4.57 gold from the transmogrification of thought-forged steel greatmaul of persecution (30-45 power, 2 apr).
You gain 4.77 gold from the transmogrification of balanced steel battleaxe of daylight (22-33 power, 2 apr).
You gain 5.00 gold from the transmogrification of Earthen Beads.
You gain 1.76 gold from the transmogrification of acid wave rune of the psychic (damage 137; dur 4; cd 15).
You gain 1.00 gold from the transmogrification of wild infusion (res 15%; magical; dur 3; cd 14).
You gain 1.18 gold from the transmogrification of regeneration infusion of the psychic (heal 172; 14 cd).
There is a A gate into the Maze here (press '' or right click to use).
Accepted quest 'Storming the city'! (Press 'j' to see the quest log)
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.










































































