Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Ignore Race/Class Locks 1.7.0Modifies 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: Better Item Description 1.7.2This 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Writhing One |
Level / Exp | 12 / 65% |
Size | medium |
Lifes / Deaths | Killed by protoplasmic controller at level 2 on the 75th Pyre 122nd year of Ascendancy at 07:18 3 / 1 |
Primary Stats
Strength | 28 (base 21) |
Dexterity | 15 (base 10) |
Constitution | 20 (base 20) |
Magic | 42 (base 34) |
Willpower | 15 (base 10) |
Cunning | 16 (base 10) |
Resources
Life | 373/373 |
Insanity | 0/100 |
Stamina | 146/146 |
Healing Factor | 1.2470588855781 |
Regeneration | 0.31176472139452 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 21.855343200023 |
See Invisible | 21.855343200023 |
Offense: Mainhand
Damage | 34 |
Accuracy | 49 |
Crit Chance | 11% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Physical | +10% |
Acid | +18% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Physical | +7% |
Defense: Base
Armour (hardiness) | 19.5 (43.579428603723%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 12 |
Physical Save | 35 |
Spell Save | 22 |
Mental Save | 17 |
Defense: Resistances
Cold | + 11%( 70%) |
Lightning | + 17%( 70%) |
Light | + 6%( 70%) |
Mind | + 3%( 70%) |
Blight | + 19%( 70%) |
Acid | + 12%( 70%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
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 mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 3 turns and blocking 50 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 128 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 127 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
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 failed to protect the repented thief from death by ritch flamespitter. Escort: repented thief (level 3 of Norgos Lair) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | Leligas the pair of rough leather boots (0 def, 1 armour) Leligas the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +3 Mag +1 Wil ----- def ----- Armour +1 Fatigue -5% Crit.dmg- 5.00% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
On hands | sand rough leather gloves of strength (+3) (0 def, 6 armour) sand rough leather gloves of strength (+3) (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 physical Dmg.mod +3% physical ----- def ----- Armour +6 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 | Ulfegorig (0 def, 3 armour) Ulfegorig (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+7 eff.) Res.pen +5% mind Acc +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +13 (+6 eff.) Die.at -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | elm totem of healing 'Eilinyda' [power 116] (15 cooldown) elm totem of healing 'Eilinyda' [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Cun +3 Str dps ---------- Phys.crit +2.0% ----- def ----- Defense +10 (+5 eff.) Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | sneakthief's copper ring of pilfering sneakthief's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Acc +12 (+4 eff.) Apr +8 ----- def ----- Defense +7 (+3 eff.) Resists +10% blight Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 115% 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! It was hardened by the digestive sack. |
On fingers | savior's copper ring of power savior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+5 eff.) Rings make your fingers look great! |
Around waist | Samochak Samochak1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Resists +9% blight +6% fire +5% cold Die.at -20.00 life Blind- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
Main armor | Shineslice the steel mail armour (2 def, 8 armour) Shineslice the steel mail armour (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +17% lightning +6% cold +3% light +9% acid Max.HP +24.00 ---------- misc Light +1 Breathe water A suit of armour made of mail. |
In main hand | steel waraxe 'Tagas' (10-14 power, 3 apr) steel waraxe 'Tagas' (10-14 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 nature +12 mind While equipped: Stats +2 Str +1 Wil dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +7% physical Res.pen +7% physical Acc +15 (+5 eff.) Apr +8 One-handed war axes. |
Cloak | Isumima the linen cloak (16 def, 0 armour) Isumima the linen cloak (16 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Mag ----- def ----- Defense +16 (+8 eff.) Resists +3% mind Phys.save +3 (+2 eff.) Max.HP +31.00 Heal.mod +5% Silence- +10% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | Radiancevalor the brass lantern Radiancevalor the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +9% mind On Hit (Melee): * 10% chance to reduce armor by 31% * 10% chance to reduce all saves and defense by 19 ----- def ----- Resists +3% acid +3% light Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +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. |
Inventory
regeneration infusion of the sneak (heal 123; 12 cd) regeneration infusion of the sneak (heal 123; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 123 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 19%; magical; dur 4; cd 12) wild infusion of the psychic (res 19%; magical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
flaming iron longsword of massacre (16-23 power, 2 apr) flaming iron longsword of massacre (16-23 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +6 fire Sharp, long, and deadly. |
iron longsword (12-16 power, 2 apr) iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
River's Fury (23-32 power, 8 apr) River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 10.67 cold damage and 11.73 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Chagen (12-18 power, 2 apr) Chagen (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 nature While equipped: ----- def ----- Armour +2 Resists +6% lightning +3% temporal +3% light Spell.save +9 (+5 eff.) One-handed war axes. |
rough leather belt 'Firetrail' rough leather belt 'Firetrail'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +3% fire Phasing +20% Melee Ret 4 fire ----- def ----- Phys.save +5 (+3 eff.) Spell.save +3 (+2 eff.) A belt that goes around your waist. |
Hydradil the Quenchhunt (7 def, 0 armour) Hydradil the Quenchhunt (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane Res.pen +15% cold ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bikini (0 def, 0 armour) Bikini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
linen wizard hat 'Dazzleonslaught' (6 def, 0 armour) linen wizard hat 'Dazzleonslaught' (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Defense +6 (+3 eff.) Resists +16% nature +9% blight Blind- +10% ---------- misc Light +1 A pointy cloth hat, very wizardly... |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 50.03 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
steel plate armour 'Flarebreaker' (0 def, 9 armour) steel plate armour 'Flarebreaker' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% fire +19% temporal +5% mind +15% cold Mind.save +10 (+6 eff.) A suit of armour made of metal plates. |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
191 alchemist agate 191 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Galeglean the brass lantern Galeglean the brass lantern2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Mind.crit +2% Mind.pwr +15 (+7 eff.) Dmg.mod +6% blight Res.pen +5% lightning Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- misc Light +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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 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. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By drinde the Shalore Writhing One level 10
6th Mirth 122nd year of Ascendancy at 22:05 see stats
By drinde the Shalore Writhing One level 10
7th Mirth 122nd year of Ascendancy at 09:21 see stats
By drinde the Shalore Writhing One level 12
1st Summertide 122nd year of Ascendancy at 21:36 see stats
Log
Ran for 13 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 12 turns (stop reason: at exit).
You gain 1.55 gold from the transmogrification of self-loading pouch of steel shots (17/19, 18-22 power, 2 apr).
You gain 3.72 gold from the transmogrification of bright brass lantern of focus.
You gain 6.49 gold from the transmogrification of Shinesquall the iron pickaxe (dig speed 29 turns).
You gain 8.24 gold from the transmogrification of Relgelar (dig speed 28 turns).
You gain 1.26 gold from the transmogrification of acidic iron shield of temporal resistance (+11%) (0 def, 2 armour, 19.5 block).
You gain 1.17 gold from the transmogrification of cured leather armour of cold resistance (6 def, 4 armour).
You gain 1.46 gold from the transmogrification of steel mail armour of lightning resistance (2 def, 6 armour).
You gain 10.78 gold from the transmogrification of Blazemonster the iron mail armour (2 def, 4 armour).
You gain 1.12 gold from the transmogrification of thaloren rough leather cap (0 def, 1 armour).
You gain 23.10 gold from the transmogrification of rough leather cap 'Velabrelaith' (15 def, 1 armour).
You gain 0.44 gold from the transmogrification of grounding rough leather cap (0 def, 1 armour).
You gain 0.05 gold from the transmogrification of rough leather belt.
You gain 10.10 gold from the transmogrification of Globrenne the Barkidol (12-17 power, 2 apr).
You gain 0.25 gold from the transmogrification of elm starstaff (10-12 power, 2 apr, temporal element).
You gain 3.14 gold from the transmogrification of cured leather sling of piercing.
You gain 5.62 gold from the transmogrification of cured leather sling 'Infernowaker'.
You gain 1.15 gold from the transmogrification of flaming iron longsword of massacre (18-24 power, 2 apr).
You gain 11.25 gold from the transmogrification of Xavena (32-52 power, 2 apr).
You gain 6.51 gold from the transmogrification of iron battleaxe 'Drakor' (13-20 power, 1 apr).
You gain 1.00 gold from the transmogrification of wild infusion (res 16%; magical; dur 4; cd 16).
There is a previous level here (press '' or right click to use).
Saving game...
Saving done.