Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Use Item Shortcuts 1.3.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Items Vault 1.3.0Donators/Buyers bonus! 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Steamtech UI 1.1.4 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Ashes of Urh'Rok 1.2.4Official 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:
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Doge Race 1.2.2Wow! Such doge! Much loot. Wow. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Draconian |
Class | Bulwark |
Level / Exp | 10 / 79% |
Size | medium |
Lifes / Deaths | Killed by Emelewe the bandit at level 10 on the 3rd Summertide 122nd year of Ascendancy at 22:53 / 1 |
Primary Stats
Strength | 31 (base 26) |
Dexterity | 22 (base 20) |
Constitution | 23 (base 20) |
Magic | 12 (base 10) |
Willpower | 15 (base 12) |
Cunning | 23 (base 20) |
Resources
Life | -42/380 |
Stamina | 39/80 |
Healing Factor | 1 |
Regeneration | 21.146152461984 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
Offense: Mainhand
Damage | 38 |
Accuracy | 46 |
Crit Chance | 17% |
APR | 2 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 21.85 |
Crit Chance | 6% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 39.085336916221 (30%) |
Defense | 26.949330162017 |
Ranged Defense | 28.949330162017 |
Fatigue | 19 |
Physical Save | 18.9 |
Spell Save | 13.45 |
Mental Save | 13.3 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 57% |
Instadeath Resistance | 100% |
Knockback Resistance | 57% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Draconian | 1.20 |
| 1/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
Effects
talent | Shield Wall |
talent | Precise Strikes |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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 |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
On feet | [vs. Eden's Guile (2 def, 1 armour) (On feet)] Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) (-) Fatigue: +2% (-) Changes stats: +3(-) Cun Talent masteries: +0.20(-) Cunning / Survival It can be used to boost speed by 32% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
On hands | [vs. Spellhunt Remnants (1 def, 2 armour) (On hands)] Spellhunt Remnants (1 def, 2 armour)Spellhunt Remnants (1 def, 2 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+0 eff.) (-) Spell save: +4 (+4 eff.) (-) Mindpower: +4 (+2 eff.) (-) Mental crit. chance: +1% (-) It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
On head | [vs. cleansing iron helm (0 def, 3 armour) (On head)] cleansing iron helm (0 def, 3 armour)cleansing iron helm (0 def, 3 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes resistances: +5%(-) nature / +5%(-) blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | [vs. elm totem of healing [power 77] (11/35 cooldown) (Tool)] elm totem of healing [power 77] (11/35 cooldown)elm totem of healing [power 77] (11/35 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal the target for 77, and remove up to 2 poisons or diseases, putting all charms on cooldown for 35 turns. Natural totems are made by powerful wilders to store nature power. |
Around neck | [vs. Necklace of Dragon Teeth (Around neck)] Necklace of Dragon TeethNecklace of Dragon Teeth Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1(-) Str / +1(-) Con Talent masteries: +0.20(-) Race / Draconian It can be used to commune with nature, costing 10 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
In main hand | [vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] iron longsword (11.5-16.1 power, 2 apr)iron longsword (11.5-16.1 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) Sharp, long, and deadly. |
Light source | [vs. brass lantern (Light source)] brass lanternbrass lantern 2.00 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. |
In off hand | [vs. reinforced iron shield of cold resistance (+15%) (4 def, 7 armour, 8.5-10.2 power, 42 block) (In off hand)] reinforced iron shield of cold resistance (+15%) (4 def, 7 armour, 8.5-10.2 power, 42 block)reinforced iron shield of cold resistance (+15%) (4 def, 7 armour, 8.5-10.2 power, 42 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% (-) Block value: +42 (-) When wielded/worn: Armour: +7 (-) Defense: +4 (+2 eff.) (-) Ranged Defense: +4 (+2 eff.) (-) Fatigue: +6% (-) Changes resistances: +15%(-) cold Talents granted: +1.00(-) Block Handheld deflection devices. |
Cloak | [vs. resilient linen cloak of Iron Throne (1 def, 0 armour) (Cloak)] resilient linen cloak of Iron Throne (1 def, 0 armour)resilient linen cloak of Iron Throne (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Str / +1(-) Con Maximum life: +30.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. rough leather armour of resilience (1 def, 2 armour) (Main armor)] rough leather armour of resilience (1 def, 2 armour)rough leather armour of resilience (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+0 eff.) (-) Fatigue: +6% (-) Maximum life: +20.00 (-) A suit of armour made of leather. |
Inventory
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] potent elm magestaff of projection (12-14.4 power, 2 apr, lightning element)This item will automatically be transmogrified when you leave the level. potent elm magestaff of projection (12-14.4 power, 2 apr, lightning element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 12.0 - 14.4(+0.5 - -1.7) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +12% lightning Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +3% It can be used to project a bolt from the staff (to range 6) dealing 12.14 - 14.57 lightning damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] tangling iron greatsword of massacre (22-35.2 power, 1 apr)This item will automatically be transmogrified when you leave the level. tangling iron greatsword of massacre (22-35.2 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 22.0 - 35.2(+10.5 - +19.1) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +1 (-1) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Damage when hit (Melee): 9 nature Massive two-handed swords. |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand, 1 of 2)] cutting iron dagger of projection (10.5-13.65 power, 5 apr)This item will automatically be transmogrified when you leave the level. cutting iron dagger of projection (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7(-1.0 - -2.4) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (+3) Physical crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) Damage (Melee): +5 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand, 1 of 2)] thorned rough leather whip (8-8.8 power, 4 apr)This item will automatically be transmogrified when you leave the level. thorned rough leather whip (8-8.8 power, 4 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 8.0 - 8.8(-3.5 - -7.3) Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +4 (+2) Physical crit. chance: +3.0% (+0.5%) Attack speed: 125% (+25%) Damage (Melee): +6 bleed / +6 poison When wielded/worn: Accuracy: +3 (+1 eff.) A long, leather whip. Tap to cycle through comparison choices |
[vs. rough leather armour of resilience (1 def, 2 armour) (Main armor)] shimmering linen robe of lightning (+15%) (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. shimmering linen robe of lightning (+15%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (-6%) Changes resistances: +15% lightning Changes damage: +11% arcane / +10% lightning Maximum life: +0.00 (-20.00) Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. rough leather armour of resilience (1 def, 2 armour) (Main armor)] spiked iron mail armour (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. spiked iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (+2) Defense: +2 (+1 eff.) (+1 (+0 eff.)) Fatigue: +12% (+6%) Damage when hit (Melee): 10 physical Maximum life: +0.00 (-20.00) A suit of armour made of mail. |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
[vs. elm totem of healing [power 77] (11/35 cooldown) (Tool)] iron pickaxe (dig speed 36 turns)iron pickaxe (dig speed 36 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. elm totem of healing [power 77] (11/35 cooldown) (Tool)] Imp ClawImp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 52.45 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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 (1/1) 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, costing 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. |
[vs. elm totem of healing [power 77] (11/35 cooldown) (Tool)] Mayunne [power 8] (11/5 cooldown)This item will automatically be transmogrified when you leave the level. Mayunne [power 8] (11/5 cooldown) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +3% lightning Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes damage: +3% blight Talent granted: +1 Ward Physical save: +12 (+7 eff.) Maximum vim: +50.00 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 8), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Deewa the Draconian Bulwark level 10
3rd Summertide 122nd year of Ascendancy at 21:49 see stats
By Deewa the Draconian Bulwark level 10
3rd Summertide 122nd year of Ascendancy at 18:25 see stats
By Deewa the Draconian Bulwark level 9
79th Pyre 122nd year of Ascendancy at 04:16 see stats
Log
Spitting spider hits Deewa for 0 nature damage.
Emelewe the bandit's Temporal Bolt hits Spitting spider for 49 temporal damage.
You are unable to move!
You are unable to move!
Deewa hits Shadow for 39 physical damage.
Emelewe the bandit receives 10 healing from Unnatural Body.
Emelewe the bandit casts Haste.
Emelewe the bandit speeds up.
Shadow hits Deewa for (9 blocked), 0 physical (0 total damage).
Copperhead snake hits Deewa for 7 physical damage.
Emelewe the bandit receives 5 healing from Unnatural Body.
Deewa hits Copperhead snake for 39 physical damage.
Emelewe the bandit uses Willful Strike.
Emelewe the bandit hits Deewa for 53 physical damage.
Shadow misses Deewa.
Talent Infusion: Regeneration is ready to use.
Copperhead snake hits Deewa for 7 physical damage.
Emelewe the bandit casts Temporal Bolt.
Emelewe the bandit hits Deewa for 38 temporal damage.
Deewa uses Infusion: Regeneration.
Deewa starts regenerating health quickly.
Shadow misses Deewa.
Emelewe the bandit's Temporal Bolt hits Copperhead snake for 51 temporal damage.
Talent Shield Pummel is ready to use.
Emelewe the bandit casts Time Skip.
Emelewe the bandit's spell attains critical power!
Saving game...