Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
[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.] 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 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
ZOmnibus Addon Pack 1.7.4Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Normal Adventure |
| Sex | Male |
| Race | Wolf |
| Class | War Hound |
| Level / Exp | 16 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by broken golem at level 2 on the 78th Pyre 122nd year of Ascendancy at 03:54 0 / 6Killed by The Possessed at level 9 on the 7th Mirth 122nd year of Ascendancy at 18:47 Killed by giant spider at level 11 on the 1st Flare 122nd year of Ascendancy at 18:54 Killed by Z'quikzshl the skeletal mold at level 13 on the 2nd Dusk 122nd year of Ascendancy at 09:01 Killed by Weirdling Beast at level 16 on the 5th Dusk 122nd year of Ascendancy at 10:04 Killed by Weirdling Beast at level 16 on the 5th Dusk 122nd year of Ascendancy at 14:00 |
Primary Stats
| Strength | 28 (base 28) |
| Dexterity | 45 (base 41) |
| Constitution | 32 (base 30) |
| Magic | 36 (base 27) |
| Willpower | 45 (base 35) |
| Cunning | 44 (base 43) |
Resources
| Equilibrium | 70 |
| Life | -156/690 |
| Fury | 86/86 |
| Paradox | 300 |
| Stamina | 27/202 |
| Healing Factor | 1.3824420161894 |
| Regeneration | 12.856710750562 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -4.4408920985006E-13% |
| Spell | 0% |
| Global | +107.5% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Barehand
| Damage | 72 |
| Accuracy | 58 |
| Crit Chance | 26% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 28 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +10% |
| Lightning | +3% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +30% |
| Physical | +9% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 33 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 13%( 70%) |
| Cold | + 32%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 54%( 70%) |
| Temporal | + 24%( 70%) |
| Darkness | + 26%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (0/0)
Class Talents
| Chronomancy / Temporal Hounds | 0.80 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Foxhounding | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Wild-heart / Hunting Pack | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-heart / Sightless Beast | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Blood Scent | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Locomotion | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-heart / Snarling Beast | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Pilfering Beast | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-heart / Perseverance | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Ego / Wolf | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-heart / Spotting | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Wild-heart / Hoarding Beast | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Natural Combat | 1.00 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| Wild-child / Sapient Ones | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Howling | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-heart / Inner Animal | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| Wild-heart / Martial Training | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Solitarity |
| talent | Heart Racing |
| beneficial effect | You are feeling out a combat technique. AdaptationThe number of adaptions you can make is equal to your total number of talent points in Wild-Heart/Spotting plus your cunning. Adaptations: 54/54 (Cunning + Spotting talent points). --------------------------------- Accuracy: 69.9 Armor Penetration: 17.2 Critical Hit Rate: 8.9% Physical Penetration: 8.6% |
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 |
You failed to protect the lone alchemist from death by wretchling. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Luck by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Luck 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. 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You told The Summoner about the Trolls. He explained that is where adventurers usually start their careers, yet you remember nothing about that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You told The Summoner about Derth. He was pleased that your presence was accepted so graciously. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You have explored the Old Forest. Go tell the Summoner what you saw! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and commune with the Queen. * You must explore the Daikara and meet the Dragon at the summit. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: SeparationWith that said, you have become a War Hound. What could this possibly mean...? *** Scent of the Wilds Smells hold all sorts of interesting history. Scent out the world, carefully... *** Song of the Wilds The world (more particularly, The Summoner) is listening. Why not shout out your toils and frustrations...? - You sung a song of sorrow, expressing your despair towards the forces you cannot control. The Summoner responded noticably, perhaps relating to this story... - You sung a song of ferocity, expressing your intent to destroy the forces that make you despair. The Summoner began to show some heart, his apathy melting away... - You sung a song of communion, expressing your desire to get along with the world, despite what you are. The Summoner, hearing this, seemed somewhat bitter... - You sung a song of spirit, expressing your hopes for a wonderful future that you wish to create. The Summoner, however, once again became apathetic. Why is this...? The Summoner seems to recognize your howling, describing them as Thaloren folk music... ... However, The Summoner seemed strangely... "Melancholic" after hearing the rest of these... Dokatt You met with a strange draconic dog named "Dokatt". His terrible howl, somehow, lures wildlife to himself... | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 length of troll intestine. * You've found the needed pouch of luminous horror dust. * '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 are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
Equipment
| Tool | elm totem of healing [power 116] (5/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature When lobbed (radius 1): Deal 459 nature damage, Inflict 2 pinned/slowed effect Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| Around waist | Dokatt's Collar1.0 Encumbrance T5 belt armor [Random Unique] Arcane While equipped: Stats +11 Mag +9 Wil offense ------ Spell Crit +6% Damage +6% cold Ignore resists +30% lightning defense ------ Resistance +12% lightning +12% cold +15% light +15% darkness Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% It seems Dokatt once had an owner... And, judging from his disposition, it was a rather belligerent owner at that! |
| Tail slot | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. When lobbed (radius 1): Deal 210 various damage Illuminates an area Call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Decoration slot | rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Rings make your fingers look great! |
| Decoration slot | Skyravage0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% acid +3% lightning Ignore resists +5% temporal defense ------ Resistance +24% acid +12% temporal +3% lightning (... This object smells strange...) Rings make your fingers look great! |
| Light source | survivor's brass lantern2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Healmod +11% other ------- Light +3 When lobbed (radius 1): Deal 145 various damage Illuminates an area 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. |
| Cloak | thick linen cloak (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| On head | linen wizard hat of decomposition (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+1 eff.) Resistance +4% lightning +4% temporal +4% light +3% fire +4% nature +4% acid +4% blight +3% cold +4% darkness A pointy cloth hat, very wizardly... |
Inventory
Bill's Tree Trunk (136% power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 137% Range: 1.0x-1.7x Uses 130% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: (... This object smells strange...) Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. 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! |
Crooked Club (129% power, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+3 eff.) You have discovered this object's scent. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 92% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% When lobbed: Deal 168 physical damage Smells like: animal/snake You have discovered this object's scent. Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 189.71 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Bloomsoul (94% power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus When lobbed: Deal 162 physical damage Smells like: immovable/plants You have discovered this object's scent. Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 30 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
2 agate0.0 Encumbrance 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. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 When lobbed (radius 1): Deal 145 various damage Illuminates an area 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. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
ash wand of shielding 'Belivea' [power 182] (5/20 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: Stats +2 Str +4 Dex +1 Cun defense ------ Crit Resistance 5.00% other ------- Wards +3 mind +3 fire +2 arcane +3 nature Talents +1 Ward When lobbed (radius 1): Deal 205 arcane damage, Inflict 1 silence effect (... This object smells strange...) Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10
Got a character to level 10.By Issekalthorak the Wolf War Hound level 10
7th Mirth 122nd year of Ascendancy at 21:28 see stats
That was close
Killed your target while having only 1 life left.By Issekalthorak the Wolf War Hound level 11
1st Flare 122nd year of Ascendancy at 18:53 see stats
The Arena
Unlocked Arena mode.By Issekalthorak the Wolf War Hound level 7
4th Mirth 122nd year of Ascendancy at 10:15 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Issekalthorak the Wolf War Hound level 15
2nd Dusk 122nd year of Ascendancy at 22:55 see stats
The secret city
Discovered the truth about mages.By Issekalthorak the Wolf War Hound level 12
2nd Flare 122nd year of Ascendancy at 11:53 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Issekalthorak the Wolf War Hound level 13
1st Dusk 122nd year of Ascendancy at 14:16 see stats
Log
Acid Splash from Weirdling Beast hits Issekalthorak for 19 acid damage.
Weirdling Beast uses Feed.
Issekalthorak uses Titanic Roar.
A shield forms around Issekalthorak.
Weirdling Beast is knocked back!
Issekalthorak hits Weirdling Beast for (183 absorbed), 0 physical (0 total damage).
Burning from Issekalthorak hits Weirdling Beast for (0 absorbed), 0 fire (0 total damage).
Talent Temporal Hounds is ready to use.
Acid Splash from Weirdling Beast hits Issekalthorak for (19 absorbed), 0 acid (0 total damage).
Weirdling Beast uses Mind Sear.
Weirdling Beast hits Issekalthorak for (142 absorbed), 0 mind (0 total damage).
Burning from Issekalthorak hits Weirdling Beast for (0 absorbed), 0 fire (0 total damage).
Acid Splash from Weirdling Beast hits Issekalthorak for (19 absorbed), 0 acid (0 total damage).
The shield around Weirdling Beast crumbles.
Weirdling Beast stops burning.
The shield around Issekalthorak crumbles.
Talent Heart Racing is ready to use.
Acid Splash from Weirdling Beast hits Issekalthorak for (19 absorbed), 0 acid (0 total damage).
Issekalthorak sees 2 threat(s); his heart is racing...
Issekalthorak is invigorated.
Acid Splash from Weirdling Beast hits Issekalthorak for 19 acid damage.
Weirdling Beast casts Starfall.
Weirdling Beast hits Issekalthorak for 89 darkness damage.
Issekalthorak the level 16 wolf war hound was shadowed to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.
Heart Racing is still on cooldown for 11 turns.
Your mind is still turbulent; you can't take your mind off of Weirdling Beast...



































