










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.5.0Donators/Buyers bonus! Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Adjustable Levelup 1.5.5Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Arcane Blade |
| Level / Exp | 18 / 21% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 224 (base 213) |
| Dexterity | 227 (base 210) |
| Constitution | 230 (base 210) |
| Magic | 231 (base 214) |
| Willpower | 229 (base 211) |
| Cunning | 228 (base 214) |
Resources
| Life | 9432/9432 |
| Mana | 5822/5822 |
| Stamina | 940/940 |
| Healing Factor | 1.1 |
| Regeneration | 88.275 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +98.009788584669% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 12 |
| See Stealth | 141.90322876752 |
| See Invisible | 156.58772538175 |
Offense: Mainhand
| Damage | 368 |
| Accuracy | 109 |
| Crit Chance | 179% |
| APR | 2 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 113 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 90 |
| Crit Chance | 84% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +12% |
| Lightning | +31% |
| Fire | +19% |
| Light | +10% |
Offense: Damage Penetration
| Nature | +50% |
| Arcane | +20% |
Defense: Base
| Armour (hardiness) | 99.460409305074 (100%) |
| Defense | 54 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 72 |
| Spell Save | 74 |
| Mental Save | 75 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 38%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 18%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 25% |
| Instadeath Resistance | 100% |
| Stun Resistance | 80% |
| Poison Resistance | 15% |
| Disarm Resistance | 22% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 4 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 9854 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Magical combat | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Combat techniques | 2.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 2.33 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 3.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Cunning / Dirty fighting | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Spell / Aegis | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Conveyance | 2.33 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 0.80 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Cunning / Survival | 2.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Race / Shalore | 2.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Stone Skin |
| talent | Fiery Hands |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Arcane Combat |
| talent | Thunderstorm |
| talent | Inner Power |
| talent | Precise Strikes |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Premonition |
| talent | Shielding |
| talent | Arcane Feed |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | 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 have explored the Old Forest and vanquished Wrathroot. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 33. | active |
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. | done |
Equipment
| On feet | Shimmertrencher (5 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 20 lightning Changes resistances: +6% nature / +9% lightning Changes resistances penetration: +25% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (225 power, based on Willpower), costing 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm 'Emelirakira' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +3% temporal / +6% fire / +5% arcane / +6% cold Poison immunity: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Halykan the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +6% fire / +6% darkness / +6% cold Spell save: +11 (+3 eff.) Confusion immunity: +25% Maximum stamina: +11.00 Rings can have magical properties. |
| On fingers | gold ring 'Venomvenom'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Dex / +1 Mag / +4 Wil / +4 Con Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties. |
| Around waist | noble's rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Reduced damage from: +17% Summoned Critical mult.: +6.00% A belt that goes around your waist. |
| In main hand | dwarven-steel battleaxe of erosion (30.5-45.75 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +7 nature / +14 temporal Massive two-handed battleaxes. |
| On hands | steady iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane Physical save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +22% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | searing steel plate armour of command (9 def, 14 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +9 (+3 eff.) Fatigue: +22% Damage (Melee): 9 acid / 10 fire Damage when hit (Melee): 8 acid / 9 fire Changes stats: +2 Cun Changes resistances: +11% acid / +12% fire Mental save: +11 (+3 eff.) A suit of armour made of metal plates. |
| Cloak | Barkobeisance (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes resistances: +15% cold / +9% nature / +5% arcane Changes resistances penetration: +20% arcane / +25% nature Changes damage: +9% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of perfection (0.13 Spell / Conveyance,0.13 Spell / Earth)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent masteries: +0.13 Spell / Conveyance +0.13 Spell / Earth Amulets can have magical properties. |
Inventory
restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +1.00 Amulets can have magical properties. |
copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Spellpower: +5 (+0 eff.) Mindpower: +5 (+1 eff.) Rings can have magical properties. |
Magmapanic the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +1 Con Changes resistances: +22% acid Changes damage: +11% acid / +3% fire Critical mult.: +6.00% Life regen: +0.40 Healing mod.: +15% Rings can have magical properties. |
iron greatsword (15.5-24.8 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
steel greatsword of massacre (35-56 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
Tempestcut the steel longsword (16-22.4 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +16 blight When wielded/worn: Damage when hit (Melee): 12 lightning / 16 blight Changes stats: +4 Mag Changes damage: +6% blight Sharp, long, and deadly. |
hateful iron mace (14-19.6 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +5% Living Blunt and deadly. |
flaming iron waraxe (11-15.4 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +7 fire One-handed war axes. |
Rainoath (13.5-18.9 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature / +7 temporal When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +1 Cun / +3 Wil Changes resistances: +3% nature Changes resistances penetration: +15% nature Grants telepathy: Dragon One-handed war axes. |
prismatic rough leather armour of lightning resistance (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +16% lightning / +11% light / +11% darkness A suit of armour made of leather. |
rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
steel mail armour of spell shielding (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +5% arcane Spell save: +11 (+3 eff.) A suit of armour made of mail. |
enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Relgurak the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +5% mind Critical mult.: +5.00% Equilibrium when hit: +0.08 Spellpower: +4 (+0 eff.) A pair of boots made of leather. |
storm rough leather gloves of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +1 Damage (Melee): 6 lightning Changes stats: +3 Str Changes resistances: +5% lightning Changes damage: +4% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stabilizing linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Physical save: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (4/4)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 84 power out of 357/400. 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
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Raz the Shalore Arcane Blade level 15
2nd Summertide 122nd year of Ascendancy at 01:43 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Raz the Shalore Arcane Blade level 13
3rd Mirth 122nd year of Ascendancy at 23:01 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Raz the Shalore Arcane Blade level 10
2nd Mirth 122nd year of Ascendancy at 11:32 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Raz the Shalore Arcane Blade level 2
74th Pyre 122nd year of Ascendancy at 16:52 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Raz the Shalore Arcane Blade level 14
8th Mirth 122nd year of Ascendancy at 19:39 see stats
Log
You gain 22.47 gold from the transmogrification of Zanimagorn the steel greatsword (23-36.8 power, 2 apr).
You gain 2.78 gold from the transmogrification of shimmering ash magestaff (15-18 power, 3 apr, lightning element).
You gain 0.60 gold from the transmogrification of steel amulet of dexterity (+2).
You gain 1.90 gold from the transmogrification of heat beam rune of the wizard (588 fire damage).
You gain 2.00 gold from the transmogrification of heat beam rune of the psychic (609 fire damage).
You gain 1.90 gold from the transmogrification of biting gale rune of the titan (334 cold damage; freeze 3 turns with power 99).
You gain 2.27 gold from the transmogrification of movement infusion of the psychic (1097% speed; 5 turns).
You gain 2.26 gold from the transmogrification of insidious poison infusion of the sneak (84 nature damage, 20% healing reduction).
You gain 1.50 gold from the transmogrification of wild infusion of the wizard (resist 33%; cure mental).
You gain 1.50 gold from the transmogrification of wild infusion of the warrior (resist 39%; cure physical).
You gain 0.70 gold from the transmogrification of healing infusion (heal 68).
You gain 0.59 gold from the transmogrification of healing infusion (heal 30).
There is a Hidden teleportation portal to Angolwen, the hidden city of magic 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.
Raz deactivates Fiery Hands.
Raz deactivates Thunderstorm.
The furious lightning storm around Raz calms down and disappears.
Raz deactivates Stone Skin.
Raz deactivates Arcane Shield.
Raz deactivates Shock Hands.
Raz deactivates Keen Senses.
Raz deactivates Shielding.
Raz deactivates Precise Strikes.
Raz deactivates Inner Power.
Raz deactivates Arcane Feed.
Raz deactivates Premonition.
Raz deactivates Arcane Combat.
Raz deactivates Feather Wind.
































































































