Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.4.8Donators/Buyers bonus! Possessor Bonus Class 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines 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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 18 / 73% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 20 (base 13) |
Dexterity | 47 (base 42) |
Constitution | 19 (base 10) |
Magic | 10 (base 10) |
Willpower | 20 (base 10) |
Cunning | 52 (base 41) |
Resources
Life | 464/464 |
Stamina | 120/136 |
Healing Factor | 1.3314285714286 |
Regeneration | 13.570284784812 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 34.182604915697 |
See Invisible | 34.182604915697 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Barehand
Damage | 64 |
Accuracy | 45 |
Crit Chance | 28% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 17% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 13 (36.618610747051%) |
Defense | 38 |
Ranged Defense | 39 |
Fatigue | 7.5475638051044 |
Physical Save | 24 |
Spell Save | 24 |
Mental Save | 30 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 456% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Exploit Weakness |
talent | Trained Reactions |
talent | Striking Stance |
beneficial effect | Countering melee attacks: Has a 16% chance to get an automatic counter attack when avoiding a melee attack. (1.7 counters remaining) Counter Attacking |
Quests
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 failed to protect the lone alchemist from death by Nerawen the giant grey mouse. Escort: lone alchemist (level 2 of Trollmire) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Cunning by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Constitution by +1. | done |
You failed to protect the worried loremaster from death by Yvuleth the warg. Escort: worried loremaster (level 3 of Trollmire) | failed |
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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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 vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Lightarc (2 def, 1 armour) Lightarc (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes resistances: +12% cold / +12% fire / +9% temporal Changes damage: +3% light A pair of boots made of leather. |
On hands | brawler's dwarven-steel gauntlets of the verdant (0 def, 2 armour) brawler's dwarven-steel gauntlets of the verdant (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Str / +3 Dex / +3 Cun Changes resistances: +9% blight / +8% darkness / +8% arcane Damage affinity(heal): +7% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+3 eff.) Spell save: +11 (+5 eff.) When used to modify unarmed attacks: Power: 118% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +3 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 125% When this weapon hits: Set Up (10% chance level 3). When this weapon crits: Call of the Ooze (20% chance level 2). Metal gloves protecting the hands up to the middle of the lower arm. |
On head | dwarven-steel helm 'Grinutorek' (0 def, 4 armour) dwarven-steel helm 'Grinutorek' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 mind Changes stats: +2 Cun / +7 Wil Changes resistances: +8% blight Mental save: +10 (+5 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | psionic iron torque of psychoportation [power 22] (27 cooldown) psionic iron torque of psychoportation [power 22] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 22), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | savior's steel ring of pilfering savior's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +9 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 134% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | rogue's copper ring of corrosion (+20%) rogue's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
Around neck | starlit copper amulet of willpower (+3) starlit copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% light / +10% darkness Blindness immunity: +20% Amulets can have magical properties. |
Main armor | troll-hide hardened leather armour of lightning resistance (3 def, 6 armour) troll-hide hardened leather armour of lightning resistance (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +17% lightning Life regen: +6.80 Maximum life: +33.00 Healing mod.: +16% A suit of armour made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (69 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | Poletha the Radiancewisp (1 def, 0 armour) Poletha the Radiancewisp (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes damage: +3% light / +9% mind Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.08 Maximum hate: +8.00 Maximum psi: +20.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Shadowzephyr the rough leather belt Shadowzephyr the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 20 mind / 8 darkness Changes resistances: +5% fire / +3% mind / +5% cold Changes resistances penetration: +5% mind Changes damage: +9% mind A belt that goes around your waist. |
Inventory
movement infusion of the sneak (523% speed; 4 turns) movement infusion of the sneak (523% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
marksman's steel ring of lightning (+24%) marksman's steel ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +24% lightning Changes damage: +12% lightning Rings can have magical properties. |
regal linen cloak (1 def, 0 armour) regal linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 167% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
naturalist's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) naturalist's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +2 Damage (Melee): 5 nature Changes stats: +3 Dex Changes resistances: +6% nature Changes damage: +5% nature When used to modify unarmed attacks: Power: 119% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 125% When this weapon hits: Poison Breath (10% chance level 3). Burst (radius 2) on crit: +7 nature Metal gloves protecting the hands up to the middle of the lower arm. |
Xuravena the rough leather cap (0 def, 1 armour) Xuravena the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +4 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 See invisible: +9 A cap made of leather. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of endurance (dig speed 30 turns) dwarven-steel pickaxe of endurance (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
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), costing 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 (2/2) Rod of Recall (2/2)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, costing 182 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 Slam Trunkchest the Cornac Brawler level 14
20th Haze 122nd year of Ascendancy at 09:16 see stats
By Slam Trunkchest the Cornac Brawler level 9
8th Dusk 122nd year of Ascendancy at 19:46 see stats
By Slam Trunkchest the Cornac Brawler level 10
16th Dusk 122nd year of Ascendancy at 15:51 see stats
By Slam Trunkchest the Cornac Brawler level 12
37th Dusk 122nd year of Ascendancy at 18:57 see stats
By Slam Trunkchest the Cornac Brawler level 9
1st Dusk 122nd year of Ascendancy at 08:06 see stats
Log
You gain 0.54 gold from the transmogrification of linen cloak of protection (1 def, 0 armour).
You gain 1.25 gold from the transmogrification of steel plate armour (4 def, 9 armour).
You gain 0.60 gold from the transmogrification of cured leather armour (2 def, 4 armour).
You gain 7.50 gold from the transmogrification of Vestments of the Conclave (0 def, 0 armour).
You gain 1.41 gold from the transmogrification of thorny mindstar of the jelly (93% power, 24 apr, nature damage).
You gain 1.15 gold from the transmogrification of gifted thorny mindstar (94% power, 24 apr, mind damage).
You gain 0.50 gold from the transmogrification of vined mindstar (87% power, 18 apr, mind damage).
You gain 2.56 gold from the transmogrification of slime-covered steel dagger of erosion (101% power, 6 apr).
You gain 0.25 gold from the transmogrification of iron dagger (100% power, 5 apr).
You gain 4.27 gold from the transmogrification of manaburning steel waraxe of persecution (110% power, 3 apr).
You gain 2.78 gold from the transmogrification of flaming steel mace of phasing (111% power, 9 apr).
You gain 3.36 gold from the transmogrification of hateful dwarven-steel longsword of erosion (124% power, 4 apr).
You gain 2.30 gold from the transmogrification of insidious dwarven-steel greatsword (144% power, 2 apr).
You gain 4.00 gold from the transmogrification of acidic steel greatsword of the mystic (128% power, 2 apr).
You gain 6.16 gold from the transmogrification of warbringer's steel greatmaul of projection (134% power, 2 apr).
You gain 6.85 gold from the transmogrification of balanced dwarven-steel battleaxe of vileness (138% power, 2 apr).
You gain 1.00 gold from the transmogrification of wild infusion (resist 14%; cure mental).
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Resting starts...
Rested for 1 turns (stop reason: saving).
Saving game...
Saving done.
Slam Trunkchest deactivates Striking Stance.
Slam Trunkchest's Striking Stance has been deactivated!
Slam Trunkchest deactivates Exploit Weakness.
Slam Trunkchest's Exploit Weakness has been deactivated!
Slam Trunkchest deactivates Trained Reactions.
Slam Trunkchest's Trained Reactions has been deactivated!