Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | QuickTome: Remove Stat Requirements 1.5.5 Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.10 QuickTome: Improved Recall 1.5.10Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.5.0Official 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:
QuickTome: Event Changes 1.3.1 Embers of Rage 1.5.0Official 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:
QuickTome: Arena Skip 1.3.1 Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 QuickTome: Resource Tweaks 1.3.1 QuickTome: Item Tweaks 1.4.8 QuickTome: Remove Traps 1.3.1 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: Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. Forbidden Cults 1.5.9Official 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 | Halfling |
Class | Doombringer |
Level / Exp | 16 / 40% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 47 (base 43) |
Dexterity | 23 (base 10) |
Constitution | 17 (base 12) |
Magic | 31 (base 31) |
Willpower | 10 (base 10) |
Cunning | 18 (base 11) |
Resources
Life | 580/580 |
Mana | 190/190 |
Stamina | 145/145 |
Vim | 185/185 |
Healing Factor | 1.1761497326203 |
Regeneration | 1.7054171122995 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 4 |
Offense: Mainhand
Damage | 107 |
Accuracy | 27 |
Crit Chance | 13% |
APR | 2 |
Speed | 0.91 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Nature | +6% |
Blight | +3% |
Arcane | +17% |
Physical | +14% |
All | 0% |
Offense: Damage Penetration
Physical | +7% |
Lightning | +20% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 43.202806977781 (91.030927835052%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 15 |
Physical Save | 25 |
Spell Save | 16 |
Mental Save | 3 |
Defense: Resistances
Acid | + 19%( 70%) |
Arcane | + 11%( 70%) |
Cold | + 11%( 70%) |
All | 0%( 70%) |
Lightning | + 7%( 70%) |
Light | + 6%( 70%) |
Temporal | + 9%( 70%) |
Fire | + 3%( 70%) |
Physical | + 6%( 70%) |
Defense: Immunities
Teleport Resistance | 5% |
Disarm Resistance | 25% |
Bleed Resistance | 10% |
Confusion Resistance | 10% |
Pinning Resistance | 10% |
Stun Resistance | 15% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 133 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 8 turns. While Heroism is active, you will only die when reaching -176 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Corruption / Torture | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
talent | Abyssal Shield |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed giant spider spinneret. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed length of troll intestine. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | Runagund the pair of rough leather boots (0 def, 1 armour) Runagund the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +7% lightning +6% temporal Blind- +20% Cut- +10% Disarm- +25% Confus- +10% A pair of boots made of leather. |
Light source | Airknave Airknave2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee+ 4 lightning Res.pen +5% lightning ----- def ----- Hardiness +10% Resists +6% light +3% fire Max.HP +41.00 Teleport- +5% ---------- misc Light +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. |
On head | Zubora (1 def, 0 armour) Zubora (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Defense +1 (+1 eff.) Resists +19% acid +3% temporal Disease- +20% Pinning- +10% Stun/Frz- +15% A pointy cloth hat, very wizardly... |
Tool | forceful yew totem of thorny skin [power 38] (20 cooldown) forceful yew totem of thorny skin [power 38] (20 cooldown)2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
On fingers | Aeryramira Aeryramira0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Lck dps ---------- Mov.spd +10% Dmg.mod +11% arcane Melee Ret 4 temporal ----- def ----- Fatigue -8% Resists +11% arcane Rings can have magical properties. |
On fingers | warrior's copper ring warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
Around waist | hardened leather belt 'Natureraider' hardened leather belt 'Natureraider'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +4 Cun +4 Con +7 Lck dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 4 arcane Dmg.mod +8% physical +6% arcane +6% nature Res.pen +15% nature +7% physical ----- def ----- Phys.save +7 (+4 eff.) Stealth +8 ---------- misc T.Disarm +14 Infravis +4 Size +1 A belt that goes around your waist. |
In main hand | chilling dwarven-steel greatmaul of massacre (50.5-75.75 power, 2 apr) chilling dwarven-steel greatmaul of massacre (50.5-75.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane/Master Power 50.5 - 75.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 cold Massive two-handed mauls. |
On hands | heroic iron gauntlets of sorrow (0 def, 4 armour) heroic iron gauntlets of sorrow (0 def, 4 armour)1.5 T1 hands armor [Ego++] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+3 eff.) Melee+ 10 mind 12 darkness On Hit (Melee): * 10% chance to cause random gloom ----- def ----- Armour +4 Mind.save -9 (-9 eff.) Max.HP +42.00 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | dwarven-steel plate armour of Eyal (5 def, 11 armour) dwarven-steel plate armour of Eyal (5 def, 11 armour)17.0 T3 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +5 (+4 eff.) Fatigue +24% Max.HP +51.00 HP.reg +1.20 Heal.mod +12% A suit of armour made of metal plates. |
Cloak | thick linen cloak of battle (1 def, 6 armour) thick linen cloak of battle (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Fatigue -2% Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Blazeprophet the steel amulet Blazeprophet the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +5 (+1 eff.) Phys.spd +10% Dmg.mod +3% blight +6% physical Res.pen +15% lightning ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
Inventory
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
insulating linen wizard hat of the sentry (1 def, 0 armour) insulating linen wizard hat of the sentry (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% fire +5% cold ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 34%, and attempts to push all creatures other than yourself out of its radius, inflicting 6.73 light damage and 6.73 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Nimbusschism (0 def, 1 armour) Nimbusschism (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning +10% acid Melee Ret 12 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal +9% acid A cap made of leather. |
Tyrig the rough leather cap (0 def, 1 armour) Tyrig the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+3 eff.) Melee+ 8 arcane Res.pen +25% blight +5% physical ----- def ----- Armour +1 Fatigue +1% Max.HP +20.00 ---------- misc Mana/turn +0.16 A cap made of leather. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc 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. |
iron pickaxe of the Iron Throne (dig speed 19 turns) iron pickaxe of the Iron Throne (dig speed 19 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Max.HP +20.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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 (400/400) Rod of Recall (400/400)2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 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 Alex the Halfling Doombringer level 12
59th Dusk 122nd year of Ascendancy at 09:57 see stats
By Alex the Halfling Doombringer level 5
77th Pyre 122nd year of Ascendancy at 17:32 see stats
By Alex the Halfling Doombringer level 10
55th Dusk 122nd year of Ascendancy at 11:10 see stats
By Alex the Halfling Doombringer level 14
65th Dusk 122nd year of Ascendancy at 12:37 see stats
By Alex the Halfling Doombringer level 15
72nd Dusk 122nd year of Ascendancy at 22:24 see stats
Log
You gain 1.82 gold from the transmogrification of traveler's pair of iron boots of uncanny dodging (3 def, 3 armour).
You gain 12.48 gold from the transmogrification of Eclipseoath (0 def, 3 armour).
You gain 9.44 gold from the transmogrification of pair of rough leather boots 'Flashvortex' (3 def, 1 armour).
You gain 0.10 gold from the transmogrification of kruk cloak (2 def, 0 armour).
You gain 10.53 gold from the transmogrification of Tarradig.
You gain 11.82 gold from the transmogrification of Beligarin.
You gain 1.62 gold from the transmogrification of cleansing iron mail armour of lightning resistance (2 def, 4 armour).
You gain 0.50 gold from the transmogrification of slimy linen robe (0 def, 0 armour).
You gain 1.05 gold from the transmogrification of mindwoven linen robe of frost (+15%) (0 def, 0 armour).
You gain 0.40 gold from the transmogrification of pouch of iron shots of accuracy (15/17, 17-20.4 power, 1 apr).
You gain 4.65 gold from the transmogrification of mighty iron steamgun.
You gain 5.97 gold from the transmogrification of iron steamgun of true shot.
You gain 11.24 gold from the transmogrification of rough leather sling 'Firepall'.
You gain 0.25 gold from the transmogrification of iron dagger (10-13 power, 5 apr).
You gain 6.49 gold from the transmogrification of Radhukan the Brandtide (18.5-25.9 power, 3 apr).
You gain 4.43 gold from the transmogrification of balanced iron waraxe of vileness (11.5-16.1 power, 2 apr).
You gain 2.45 gold from the transmogrification of slime-covered stralite greatsword (47.5-76 power, 3 apr).
You gain 2.34 gold from the transmogrification of iron greatmaul of paradox (18.5-27.75 power, 1 apr).
You gain 10.48 gold from the transmogrification of Zubudhethra (14.5-21.75 power, 1 apr).
You gain 0.67 gold from the transmogrification of copper ring of aether (+11%).
You gain 13.00 gold from the transmogrification of copper ring 'Darkknight'.
You gain 0.05 gold from the transmogrification of copper ring.
You gain 0.05 gold from the transmogrification of copper amulet.
There is an exit to the worldmap 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.
Saving game...
Saving done.
Alex deactivates Abyssal Shield.