









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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: More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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: Showing Items Tier in Inventory 1.7.2This 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 | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 11 / 50% |
Size | medium |
Lifes / Deaths | Killed by cutpurse at level 11 on the 2nd Haze 122nd year of Ascendancy at 12:24 / 1 |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 15 (base 10) |
Magic | 42 (base 36) |
Willpower | 32 (base 25) |
Cunning | 11 (base 11) |
Resources
Life | -18/220 |
Mana | 54/280 |
Healing Factor | 1.0960311219418 |
Regeneration | 1.3700389024272 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 1 |
Offense: Mainhand
Damage | 21 |
Accuracy | 5 |
Crit Chance | 3% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 34 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Lightning | +21% |
Cold | +6% |
Arcane | +17% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Arcane | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 1 |
Physical Save | 20 |
Spell Save | 22 |
Mental Save | 19 |
Defense: Resistances
Darkness | + 13%( 70%) |
Acid | + 29%( 70%) |
Arcane | + 22%( 70%) |
Mind | + 18%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 25% |
Disarm Resistance | 21% |
Confusion Resistance | 23% |
Knockback Resistance | 30% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 537% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 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 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 31 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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 Bzzzt. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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.' * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed green worm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
Light source | ![]() Void Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6%(-) acid / +6%(-) cold / +6%(-) fire / +6%(-) arcane / +6%(-) lightning Spell crit. chance: +5% (-) Light radius: +2 (-) It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 22.64 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
On head | ![]() Runahor the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) (-) Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3(-) Str / +3(-) Con Changes resistances: +6%(-) acid Knockback immunity: +10% (-) Teleport immunity: +20% (-) A cap made of leather. |
Tool | ![]() piercing steel torque of gale force [power 170] (12/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() titan's steel ring of tenacity Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2(-) Con Physical save: +4 (+4 eff.) (-) Disarm immunity: +21% (-) Pinning immunity: +25% (-) Knockback immunity: +20% (-) Maximum life: +22.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() psionicist's steel ring of aether (+11%) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-2) Con / +2 Wil Changes resistances: +11% arcane Changes damage: +11% arcane Physical save: +0 (+0 eff.) (-4 (-4 eff.)) Mental save: +4 (+2 eff.) Disarm immunity: +0% (-21%) Pinning immunity: +0% (-25%) Knockback immunity: +0% (-20%) Maximum life: +0.00 (-22.00) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | ![]() rough leather belt 'Eliwe' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +8 (+8 eff.) (-) Stealth bonus: +6 (-) Blindness immunity: +10% (-) Disease immunity: +20% (-) Healing mod.: +5% (-) A belt that goes around your waist. |
In main hand | ![]() cruel ash magestaff of illumination (111% power, 3 apr, lightning element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Defense: +5 (+5 eff.) (-) Changes damage: +15%(-) lightning Talents granted: +1.00(-) Command Staff Critical mult.: +11.00% (-) Spellpower: +6 (+3 eff.) (-) Spell crit. chance: +7% (-) Light radius: +2 (-) It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 66.86 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() restful rough leather gloves of strength (+2) (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) (-) Armour: +1 (-) Changes stats: +2(-) Str Life regen: +1.00 (-) Stamina each turn: +0.60 (-) Maximum stamina: +11.00 (-) When used to modify unarmed attacks: Power: 104% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-) Crit. chance: +1.0% (-) Attack speed: 100% (-) When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Pitchlash the linen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 2(-) lightning Changes resistances: +18%(-) acid / +6%(-) darkness / +7%(-) all Changes resistances penetration: +10%(-) darkness Changes damage: +12%(-) acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Bokukalthothad the linen cloak (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) (-) Changes resistances: +5%(-) arcane Changes resistances penetration: +5%(-) arcane Physical save: +6 (+6 eff.) (-) Stun/Freeze immunity: +20% (-) Maximum stamina: +20.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() clarifying steel amulet of willpower (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4(-) Wil Changes resistances: +12%(-) mind Confusion immunity: +23% (-) Amulets make your neck look great! |
Inventory
![]() clarifying copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +0(-4) Wil Changes resistances: +12%(-) mind Confusion immunity: +21% (-2%) Amulets make your neck look great! |
![]() elm magestaff (100% power, 2 apr, lightning element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-11%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-1) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Defense: +0 (+0 eff.) (-5 (-5 eff.)) Changes damage: +10%(-5%) lightning Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +3 (+1 eff.) (-3 (-2 eff.)) Spell crit. chance: +1% (-6%) Light radius: +0 (-2) Staves designed for wielders of magic, by the greats of the art. |
![]() This item will automatically be transmogrified when you leave the level. iron greatmaul 'Obsidianworm' (117% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 117% (+6%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-2) Crit. chance: +0.5% (-2.5%) Attack speed: 100% (-) Damage (Melee): +10 light / +4 cold Damage against: +12% Undead When wielded/worn: Defense: +0 (+0 eff.) (-5 (-5 eff.)) Effects on melee hit: * 20% chance to reduce damage dealt by 14% Damage when hit (Melee): 4 darkness Changes resistances: +3% acid / +3% cold / +6% darkness Changes damage: +0%(-15%) lightning Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-11.00%) Spellpower: +0 (+0 eff.) (-6 (-3 eff.)) Spell crit. chance: +0% (-7%) Light radius: +0 (-2) Massive two-handed mauls. |
![]() linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-2) lightning Changes resistances: +0%(-18%) acid / +0%(-6%) darkness / +7%(-) all Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-12%) acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +0%(-6%) acid / +0%(-6%) cold / +0%(-6%) fire / +0%(-6%) arcane / +0%(-6%) lightning Spell crit. chance: +0% (-5%) Light radius: +3 (+1) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() bright brass lantern of clarity Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +0%(-6%) acid / +0%(-6%) cold / +0%(-6%) fire / +0%(-6%) arcane / +0%(-6%) lightning Mental save: +5 (+3 eff.) Spell crit. chance: +0% (-5%) Light radius: +6 (+4) See stealth: +5 See invisible: +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. |
![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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 271/400. 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. |
![]() elm totem of summon tentacle [power 100] (12/25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 109 Armor: 3 All Resist: 1 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Bzzzt the Higher Archmage level 7
39th Dusk 122nd year of Ascendancy at 04:05 see stats
By Bzzzt the Higher Archmage level 10
1st Time of Equilibrium 122nd year of Ascendancy at 10:50 see stats
By Bzzzt the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 21:23 see stats
By Bzzzt the Higher Archmage level 7
76th Dusk 122nd year of Ascendancy at 15:46 see stats
Log
Bethunne the white worm mass's Beyond the Flesh hits Bzzzt for (29 to time), 0 physical, (12 to time), 0 physical (0 total damage).
Melee retaliation hits Bethunne the white worm mass for 1 lightning damage.
Bethunne the white worm mass uses Telekinetic Smash.
Your time shield crumbles under the damage!
The fabric of time around Bzzzt stabilizes to normal.
The powerful time-altering energies generate a restoration field on Bzzzt.
Bzzzt is stunned!
Bethunne the white worm mass hits Bzzzt for (56 to time), 0 physical, (12 to time), 0 physical, (42 to time), 0 physical, (1 to time), (11 absorbed), 0 physical (0 total damage).
Melee retaliation hits Bethunne the white worm mass for 1 lightning, 1 lightning (3 total damage).
Bzzzt receives 24 healing from Temporal Restoration Field.
--------------------------------
Bzzzt casts Rune: Manasurge.
Bzzzt starts to surge mana.
Bethunne the white worm mass's Beyond the Flesh hits Bzzzt for (41 absorbed), 0 physical, (12 absorbed), 0 physical (0 total damage).
Melee retaliation hits Bethunne the white worm mass for 1 lightning damage.
Your shield crumbles under the damage!
The shield around Bzzzt crumbles.
Talent Dig is ready to use.
Talent Manathrust is ready to use.
Talent Teleport is ready to use.
Talent Congeal Time is ready to use.
Melee retaliation hits Bethunne the white worm mass for 1 lightning damage.
Bethunne the white worm mass hits Bzzzt for (22 absorbed), 20 physical, 12 physical (32 total damage).
Bzzzt receives 24 healing from Temporal Restoration Field.
Bethunne the white worm mass's Beyond the Flesh hits Bzzzt for 38 physical, 12 physical (50 total damage).
Melee retaliation hits Bethunne the white worm mass for 1 lightning damage.
Melee retaliation hits Cutpurse for 1 lightning, 1 lightning (2 total damage).
Cutpurse hits Bzzzt for 26 physical damage.
Bzzzt the level 11 higher archmage was maimed to death by a cutpurse on level 1 of Ruins of Kor'Pul.