Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Pulverize Again 1.6.4Restores Pulverizing Auger as an Arcane Combat option. Items Vault 1.7.0Donators/Buyers bonus! Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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.
Last Hope archery training 1.5.10Last Hope basic training in weapon shop. p.s. I was very annoyed with inability of rogues for use of bows or slings. Ashes of Urh'Rok 1.7.0Official 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:
Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Adventurer Buff Addon 1.6.0Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Embers of Rage 1.7.0Official 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:
Proper Possession 1.7.0
Frequently Asked Questions: Talent Training 1.5.10Add an option to buy points at Last Hope's Elder |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 17 / 19% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 16 on the 47th Dusk 122nd year of Ascendancy at 09:56 2 / 4Killed by Xanoraletira the king cobra at level 17 on the 53rd Dusk 122nd year of Ascendancy at 20:10 Killed by Adebrenn the sandworm at level 17 on the 69th Dusk 122nd year of Ascendancy at 04:05 Killed by Jean at level 17 on the 69th Dusk 122nd year of Ascendancy at 04:10 |
Primary Stats
Strength | 30 (base 28) |
Dexterity | 27 (base 19) |
Constitution | 22 (base 20) |
Magic | 43 (base 25) |
Willpower | 24 (base 20) |
Cunning | 23 (base 21) |
Resources
Mana | 266/266 |
Psi | 114/114 |
Vim | 164/164 |
Life | 472/472 |
Positive | 98/98 |
Stamina | 195/195 |
Soul | 12/12 |
Healing Factor | 1.4724166372474 |
Regeneration | 4.785354071054 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Invisible | 9 |
Offense: Mainhand
Damage | 39 |
Accuracy | 44 |
Crit Chance | 19% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 21 |
Accuracy | 44 |
Crit Chance | 10% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Temporal | +9% |
Blight | +8% |
Arcane | +6% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Blight | +10% |
Acid | +5% |
Mind | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 21 (30%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 13 |
Physical Save | 30 |
Spell Save | 27 |
Mental Save | 28 |
Defense: Resistances
Acid | + 3%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 29%( 70%) |
All | 0%( 70%) |
Physical | + 6%( 70%) |
Lightning | + 9%( 70%) |
Light | + 3%( 70%) |
Temporal | + 12%( 70%) |
Mind | + 8%( 70%) |
Darkness | + 8%( 70%) |
Fire | + 19%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Poison Resistance | 11% |
Confusion Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 612% for 10 turns (15 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 361 damage for 6 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 5 darkness, 5 nature, 3 temporal |
Class Talents
Spell / Animus | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.13 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | 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. | active |
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 Shade. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ritch stinger. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within1 lumberjacks have died. | done |
Equipment
Psionic focus | Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
On hands | Yareyarion (0 def, 1 armour) Yareyarion (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Changes stats: +2 Dex Changes resistances: +3% lightning / +3% acid Silence immunity: +10% Infravision radius: +3 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. |
Light source | Amarim the brass lantern Amarim the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +5 Mag Changes resistances: +3% temporal Mana when firing critical spell: +2.00 Spellpower: +5 (+2 eff.) Light radius: +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. |
On head | Getadralen (0 def, 7 armour) Getadralen (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes resistances: +7% lightning / +6% temporal Changes resistances penetration: +10% blight Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Ebonymarrow (0 def, 5 armour) Ebonymarrow (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Effects on melee hit: * 20% chance to slow global speed by 41% Damage when hit (Melee): 6 darkness Changes resistances: +6% nature / +3% darkness Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | iron pickaxe 'Tarragoblek' (dig speed 19 turns) iron pickaxe 'Tarragoblek' (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +5% fire Changes resistances penetration: +15% mind Changes damage: +3% mind Mental save: +9 (+5 eff.) Psi when hit: +0.04 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Gloda the Hazeblack Gloda the HazeblackCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +2 Con Changes resistances: +6% cold / +15% fire / +3% light / +5% arcane Changes resistances penetration: +5% acid Spell save: +12 (+6 eff.) Maximum stamina: +12.00 Rings make your fingers look great! |
On fingers | Tarruyon TarruyonInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Dex / +3 Mag Changes resistances: +5% nature / +6% blight Reduces incoming crit damage: 15.00% Poison immunity: +11% Disease immunity: +10% See invisible: +6 Rings make your fingers look great! |
Around neck | steel amulet 'Adutira' steel amulet 'Adutira'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes resistances: +3% temporal Changes damage: +3% acid / +9% temporal Talent mastery: +0.13 Technique / Magical combat Amulets make your neck look great! |
In main hand | Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | arcing iron waraxe of massacre (18-25 power, 2 apr) arcing iron waraxe of massacre (18-25 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 59 damage One-handed war axes. |
Cloak | linen cloak 'Shimmerfear' (1 def, 2 armour) linen cloak 'Shimmerfear' (1 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes resistances: +3% mind / +3% cold Changes resistances penetration: +10% lightning Confusion immunity: +20% Maximum life: +30.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Chamahor (6 def, 4 armour) Chamahor (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+4 eff.) Fatigue: +7% Damage when hit (Melee): 2 arcane Changes stats: +1 Wil Changes resistances: +6% mind / +6% physical Changes damage: +6% arcane Physical save: +12 (+6 eff.) Mental save: +12 (+6 eff.) Life regen: +3.00 Maximum life: +30.00 Infravision radius: +1 Healing mod.: +12% A suit of armour made of leather. |
Inventory
Barkmoon (10-13 power, 5 apr) Barkmoon (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +4 lightning When wielded/worn: Changes resistances: +7% acid / +9% temporal / +17% lightning / +8% fire / +8% cold / +3% all Changes resistances penetration: +5% nature Changes damage: +6% nature Spell save: +14 (+7 eff.) Sharp, short and deadly. |
iron mail armour 'Unrahek' (2 def, 4 armour) iron mail armour 'Unrahek' (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +2 Str Changes resistances: +22% acid Changes resistances penetration: +10% physical Changes damage: +6% physical Physical save: +15 (+7 eff.) Stamina each turn: +1.00 A suit of armour made of mail. |
Titanic (20 def, 18 armour, 320 block) Titanic (20 def, 18 armour, 320 block)Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+11 eff.) Ranged Defense: +10 (+6 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
dwarven iron pickaxe (dig speed 29 turns) dwarven iron pickaxe (dig speed 29 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Physical save: +6 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +6 (+3 eff.) Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Achievements
By Jean the Cornac Adventurer level 12
26th Dusk 122nd year of Ascendancy at 16:10 see stats
By Jean the Cornac Adventurer level 10
6th Dusk 122nd year of Ascendancy at 19:52 see stats
By Jean the Cornac Adventurer level 10
7th Dusk 122nd year of Ascendancy at 02:46 see stats
By Jean the Cornac Adventurer level 12
11st Dusk 122nd year of Ascendancy at 22:42 see stats
By Jean the Cornac Adventurer level 12
12nd Dusk 122nd year of Ascendancy at 02:39 see stats
By Jean the Cornac Adventurer level 17
69th Dusk 122nd year of Ascendancy at 04:10 see stats
Log
Jean uses Realign.
Jean is no longer poisoned.
Jean is cured!
Jean receives 76 healing.
Jean's Beyond the Flesh hits Sandworm for 44 physical, 4 fire (49 total damage).
Weapon of Wrath hits Sandworm for 94 fire damage.
Adebrenn the sandworm uses Venomous Strike.
Adebrenn the sandworm slows down.
Jean is poisoned!
Jean is poisoned!
Jean slows down.
Adebrenn the sandworm hits Jean for 193 nature, 23 physical, 22 lightning (239 total damage).
Melee retaliation hits Adebrenn the sandworm for (1 to psi shield), 2 acid, (0 to psi shield), 0 arcane, 4 darkness (8 total damage).
Poison bursts out of Jean's corpse!
Sandworm damages himself through Martyrdom!
Jean hits Sandworm for 2 physical damage.
Melee retaliation hits Adebrenn the sandworm for (1 to psi shield), 1 acid, (0 to psi shield), 0 arcane, 3 darkness (6 total damage).
Melee retaliation hits Sandworm for 3 acid, 1 arcane, 3 darkness (8 total damage).
Sandworm hits Jean for 26 physical damage.
Adebrenn the sandworm's Beyond the Flesh hits Jean for 119 physical damage.
Jean the level 17 cornac adventurer was decapitated to death by Adebrenn the sandworm on level 1 of Sandworm lair.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Adebrenn the sandworm's Beyond the Flesh killed Jean!
Saving game...
Saving done.
Jean activates Beyond the Flesh.
Personal New Achievement: Utterly Destroyed (Madness (Adventure) difficulty)!