









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Examine Floor Stack 1.3.0Adds an action to the right-click map menu to examine a stack of objects on the floor. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Forbidden Cults 1.6.7Official 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.
Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.6.7Official 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 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.6.7Official 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:
EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.6.6This 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 ZOmnibus Addon Pack 1.6.0Combines 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: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Brawler |
Level / Exp | 15 / 45% |
Size | small |
Lifes / Deaths | Killed by Horned Horror at level 15 on the 26th Dusk 122nd year of Ascendancy at 07:40 / 1 |
Primary Stats
Strength | 28 (base 13) |
Dexterity | 51 (base 39) |
Constitution | 39 (base 10) |
Magic | 13 (base 10) |
Willpower | 18 (base 10) |
Cunning | 40 (base 32) |
Resources
Life | -98/568 |
Stamina | 133/172 |
Healing Factor | 0.85647956163225 |
Regeneration | 49.007969299104 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Barehand
Damage | 69 |
Accuracy | 50 |
Crit Chance | 18% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +10% |
Acid | +3% |
Light | +10% |
Mind | +6% |
Offense: Damage Penetration
Darkness | +5% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 9 |
Physical Save | 22 |
Spell Save | 11 |
Mental Save | 23 |
Defense: Resistances
Blight | + 13%( 70%) |
Physical | + 26%( 70%) |
Mind | + 10%( 70%) |
All | + 7%( 70%) |
Lightning | + 18%( 70%) |
Light | + 35%( 70%) |
Temporal | + 13%( 70%) |
Fire | + 10%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Poison Resistance | 10% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Pugilism | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Striking Stance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 15% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
detrimental effect | The target is terrified taking 2 mind and darkness damage per turn and increasing all their cooldowns by 16%. Terrified |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target's has a cursed wound, reducing healing by 45%. Cursed Wound |
beneficial effect | The target has 32 increased life regeneration. Recovery |
detrimental effect | The target is being strangled and may not cast spells and suffers 17 damage each turn. Strangle Hold |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
Quests
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 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 Prox 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * '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.' * You've found the needed xorn fragment. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed warg claw. * You've found the needed bear paw. | 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 |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness Melee Ret 2 physical On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Stam/turn +2.00 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 T2 hands armor [Unique] Arcane A part of set. While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+6 eff.) Dmg.mod +10% arcane ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 125% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Dmg.conv 100% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Transformed with the power of the Spellblaze. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str +2 Wil +2 Cun dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +3% acid +6% mind Melee Ret 4 physical ----- def ----- Armour +1 Fatigue +1% Die.at -40.00 life A cap made of leather. |
Tool | ![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +6 (+3 eff.) Melee Ret 6 nature 2 lightning On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Resists +3% nature +6% lightning Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Main armor | ![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 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 13.43 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +3% fire +3% mind Die.at -20.00 life Max.HP +32.00 Poison- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +15% Summoned Mind.save +5 (+2 eff.) Max.HP +43.00 A belt that goes around your waist. |
Inventory
![]() 5.0 T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 38.62 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (77). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 14.0 T1 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +5% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +17% lightning A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Defense +9 (+5 eff.) Stealth +6 HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 Attackspeed is 100% for non-Brawlers! These gloves are coated with a thick, green liquid. |
![]() 1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +6% fire Unarmed combat: Power 93% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% On Crit.r2 +5 fire On Hit: 10% Fire Breath 1 Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 89% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 2.0 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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- 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. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
Achievements
By Punchy the Halfling Brawler level 10
9th Mirth 122nd year of Ascendancy at 06:31 see stats
By Punchy the Halfling Brawler level 10
3rd Summertide 122nd year of Ascendancy at 16:16 see stats
Log
Horned Horror misses Punchy.
Touch of Death from Punchy hits Horned Horror for (5 flat reduction), 0 physical (0 total damage).
Melee retaliation hits Horned Horror for (1 flat reduction), 0 lightning, (3 flat reduction), 0 physical, (3 flat reduction), 0 nature (0 total damage).
Horned Horror hits Punchy for (8 flat reduction), 89 physical, (8 flat reduction), 13 lightning, (8 flat reduction), 37 lightning (139 total damage).
Punchy is dazed!
Punchy is not dazed anymore.
Punchy speeds up.
Strangle Hold from Horned Horror hits Punchy for (8 flat reduction), 9 nature (9 total damage).
Terrified from Betamita the large brown snake hits Punchy for (1 flat reduction), 0 mind, (2 flat reduction), 0 darkness (0 total damage).
You are unable to move!
Punchy prepares to block incoming attacks.
Punchy is being stalked by Betamita the large brown snake!
Melee retaliation hits Betamita the large brown snake for 1 lightning, 2 physical, 2 nature (5 total damage).
Betamita the large brown snake hits Punchy for (8 flat reduction), (57 blocked), 0 physical (0 total damage).
Horned Horror throws two quick punches.
You cannot block any more attacks!
Horned Horror casts Chain Lightning.
Punchy is no longer being stalked by Betamita the large brown snake.
Touch of Death from Punchy hits Horned Horror for (5 flat reduction), 0 physical (0 total damage).
Melee retaliation hits Horned Horror for (1 flat reduction), 0 lightning, (2 flat reduction), 0 physical, (2 flat reduction), 0 nature, (1 flat reduction), 0 lightning, (2 flat reduction), 0 physical, (2 flat reduction), 0 nature (0 total damage).
Horned Horror hits Punchy for (8 flat reduction), (21 blocked), 79 physical, (8 flat reduction), 13 lightning, (8 flat reduction), 96 lightning (188 total damage).
Punchy the level 15 halfling brawler was zapped to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
Punchy stops regenerating health quickly.
Punchy has escaped the strangle hold.
Punchy deactivates Striking Stance.
Punchy is no longer terrified
Punchy is not stunned anymore.
Punchy no longer has a cursed wound.
Punchy has finished recovering.