










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| 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! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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 Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 14 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by Ggekcib the halfling at level 14 on the 40th Dusk 122nd year of Ascendancy at 14:50 4 / 1 |
Primary Stats
| Strength | 66 (base 40) |
| Dexterity | 57 (base 29) |
| Constitution | 17 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 15 (base 12) |
Resources
| Life | 429/429 |
| Stamina | 166/166 |
| Healing Factor | 1.2861497326203 |
| Regeneration | 2.2507620320856 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 18.097534654637 |
| See Invisible | 18.097534654637 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 45 |
| Crit Chance | 21% |
| APR | 17 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Mind | +15% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 27.335093952971 (48.103448275862%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 17 |
| Physical Save | 36 |
| Spell Save | 19 |
| Mental Save | 17 |
Defense: Resistances
| Lightning | + 9%( 70%) |
| Temporal | + 15%( 70%) |
| Blight | + 8%( 70%) |
| Fire | + 8%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 14% |
| Confusion Resistance | 15% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 15% |
| Bleed Resistance | 100% |
| Disarm Resistance | 43% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 167 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 109 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Effects
| talent | Concealment |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+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 |
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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Ce'Neba the pair of hardened leather boots (0 def, 7 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +15% mind ----- def ----- Armour +7 Fatigue +3% Resists +10% lightning +9% temporal Phys.save +6 (+3 eff.) Silence- +10% Disarm- +20% Confus- +15% Pinning- +30% A pair of boots made of leather. |
| Quiver | tundral quiver of yew arrows of erosion (18/18, 29-40.6 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature Power 29.0 - 40.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 18 Ranged+ +14 cold +15 nature +15 temporal On Crit.r2 +12 cold Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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 | Blindspitter the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Wil dps ---------- Res.pen +15% darkness +10% physical Apr +6 ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| Tool | supercharged iron torque of kinetic psionic shield [power 35] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 35 for 7 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Hathygen0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +5 Dex +3 Wil +4 Con dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
| On fingers | 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 | rough leather belt 'Hettytir'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Dex +3 Con dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Resists +9% blight +6% temporal Phys.save +6 (+3 eff.) Spell.save +9 (+5 eff.) A belt that goes around your waist. |
| In main hand | elven-wood longbow of true flight4.0 T4 longbow 2H weapon [Ego+] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: dps ---------- Phys.crit +18.0% Acc +12 (+4 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | Mayaba (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +3 Cun +1 Wil dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Resists +9% fire Phys.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Silence- +5% Disarm- +23% Stun/Frz- +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | impenetrable steel mail armour of Eyal (2 def, 11 armour)14.0 T2 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +14% Max.HP +49.00 HP.reg +1.30 Heal.mod +13% A suit of armour made of mail. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Aregar the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Phys.pwr +8 (+2 eff.) Apr +1 ----- def ----- HP.reg +0.20 Heal.mod +10% Cut- +40% ---------- misc Max.stam +5.00 Telepathy Demon/Minor Demon/Major Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 133 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
phase door rune of the wizard (range 7; power 19; dur 3)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
serendipitous copper amulet0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Unseen.red 10% Amulets can have magical properties. |
copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings can have magical properties. |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings can have magical properties. |
savior's copper ring of arcana(+0.10/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Silence- +22% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
savior's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Phys.save +7 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+5 eff.) Rings can have magical properties. |
warrior's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% fire ----- def ----- Armour +6 Resists +20% fire Rings can have magical properties. |
Elynor the Infernopain (14.5-18.85 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Arcane Power 14.5 - 18.9 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 fire On Hit.r1 +9 fire On Crit.r2 +16 fire While equipped: Stats +5 Mag dps ---------- Dmg.mod +6% fire ---------- misc Infravis +3 See.Invis +6 Sharp, short and deadly. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Steady Shot: Level 2.6 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 157% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Koruthel the vined mindstar (4-4.4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 4.0 - 4.4 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature +4% acid Melee Ret 4 physical ----- def ----- Resists +3% blight Max.HP +27.00 HP.reg +0.60 Disease- +10% ---------- misc Equi/ret +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Duvayahor the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Phys.crit +1.0% ----- def ----- Defense +7 (+4 eff.) Rng.Def +6 (+3 eff.) Max.HP +31.00 HP.reg +0.20 ---------- misc Infravis +2 Telepathy Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Dourrace' (3 def, 3 armour) =move+20=2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Cun +2 Con dps ---------- Mov.spd +20% Res.pen +5% darkness Melee Ret 8 arcane 4 darkness ----- def ----- Armour +3 Defense +3 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue +3% Phys.save +12 (+5 eff.) Mind.save +15 (+9 eff.) A pair of boots made of leather. |
Cuthuroddamnir the Sootstone (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +2 (+0 eff.) Melee+ 7 mind Dmg.mod +5% mind Res.pen +10% darkness Apr +1 ----- def ----- Armour +2 Resists +7% mind +15% darkness HP.reg +0.80 ---------- misc Stam/turn +1.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stabilizing iron helm of constitution (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
steel plate armour 'Ragademnir' (4 def, 9 armour)17.0 T2 massive armor Reqs Heavy Armour Training 3 [Random Unique] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +31% acid +3% lightning +6% blight Mind.save +11 (+7 eff.) Stun/Frz- +5% A suit of armour made of metal plates. |
barbed quiver of yew arrows of erosion (19/19, 32.5-45.5 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature/Master Power 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 19 Ranged+ +9 temporal +11 nature +8 bleed On Crit: * wounds the target for 7 turns: 18 bleeding, 63% reduced healing Arrows are used with bows to pierce your foes to death. |
6 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +4 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 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. |
steel torque of thermal psionic shield 'Bethiminor' [power 47] (20 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Wil ----- def ----- Resists +6% darkness ---------- misc Telepathy Dragon Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 3 psi. 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
9 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By arch the Skeleton Archer level 14
16th Dusk 122nd year of Ascendancy at 06:50 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By arch the Skeleton Archer level 10
10th Flare 122nd year of Ascendancy at 09:24 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By arch the Skeleton Archer level 11
3rd Dusk 122nd year of Ascendancy at 09:43 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By arch the Skeleton Archer level 8
1st Flare 122nd year of Ascendancy at 07:06 see stats
Log
Talent Rune: Shielding is ready to use.
Ran for 2 turns (stop reason: interesting character).
--------------------------------
Saving done.
An illusion appears around Arch making him appear human.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
--------------------------------
Talent Intuitive Shots is ready to use.
Today is the 41st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
Talent Bone Armour is ready to use.
--------------------------------
Talent Re-assemble is ready to use.
Today is the 42nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:40.
--------------------------------
Today is the 43rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:55.
--------------------------------
Today is the 44th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:21.
--------------------------------
Today is the 45th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:36.
Ran for 4 turns (stop reason: hostile spotted to the southwest (ziguranth patrol)).
--------------------------------
Arch deactivates Concealment.














































































