











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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!Embers of Rage 1.7.4Official Expansion!Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 17 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 1st Mirth 122nd year of Ascendancy at 04:13 2 / 3Killed by fire wyrm at level 16 on the 23rd Haze 122nd year of Ascendancy at 03:41 Killed by fire wyrm at level 16 on the 23rd Haze 122nd year of Ascendancy at 04:31 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 61 (base 44) |
| Willpower | 43 (base 35) |
| Cunning | 17 (base 11) |
Resources
| Life | 209/209 |
| Mana | 217/217 |
| Healing Factor | 1.0711363549267 |
| Regeneration | 0.26778408873168 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 20 |
| Crit Chance | 5% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +17% |
| Physical | +26% |
| Lightning | +31% |
| Arcane | +13% |
| Fire | +19% |
| All | +8% |
Offense: Damage Penetration
| Blight | +5% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 0 |
| Physical Save | 15 |
| Spell Save | 28 |
| Mental Save | 20 |
Defense: Resistances
| Lightning | + 61%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 19%( 70%) |
| Blight | + 14%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 31%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 29% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 2 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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 382 damage for 4 turns. 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 (48 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Shielding |
| talent | Burning Wake |
| talent | Arcane Shield |
| talent | Phantasmal Shield |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You abandoned injured seer, to death. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by Alex. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)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. 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 |
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 closed 0 wormhole(s). | failed |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed orc heart. * You've found the needed warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Runachak the Woetooth (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Con +5 Mag offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 16% defense ------ Armor +1 Resistance +6% lightning +5% temporal A pair of boots made of leather. |
| Light source | brass lantern 'Dourqueen'2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Ignore resists +5% blight When Hit 12 fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 defense ------ Resistance +6% blight +5% fire +3% darkness other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Relgamnir (11 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Damage +11% fire defense ------ Defense +11 (+7 eff.) Resistance +16% fire Crit Resistance 10.00% other ------- Stamina/turn +1.00 A pointy cloth hat, very wizardly... |
| Tool | innervating ash wand of shielding [power 170] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 turn cooldown 100% to reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's steel ring of lightning (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +12% lightning defense ------ Armor +6 Resistance +24% lightning Rings make your fingers look great! |
| On fingers | titan's steel ring of lightning (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +4 (+4 eff.) Rings make your fingers look great! |
| Around waist | Ravenravager1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +9% darkness defense ------ Resistance +5% lightning +6% temporal +3% fire Unlife -20.00 life Stun Resist +20% other ------- Stamina/turn +1.00 A belt that goes around your waist. |
| In main hand | infernal ash starstaff (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +15.00% Spellpower +9 (+3 eff.) On-Hit 19 fire Damage +15% physical other ------- See Invisibility +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | sand hardened leather gloves of magic (+2) (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Nature While equipped: Stats +2 Mag offense ------ On-Hit 5 physical Damage +5% arcane +3% physical defense ------ Armor +7 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. |
| Main armor | Porawen (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +5 Wil offense ------ Spell Crit +1% Spellpower +22 (+8 eff.) Damage +8% all Accuracy +10 (+5 eff.) defense ------ Resistance +9% all other ------- Mana/turn +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Phlegmrage (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +1 Dex +2 Cun offense ------ When Hit 4 nature On-Hit (Melee): * 10% chance to slow global speed by 45% defense ------ Defense +1 (+1 eff.) Life +30.00 other ------- See Invisibility +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit steel amulet of magic (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +12% light +13% darkness Blind Resist +29% Amulets make your neck look great! |
Inventory
shielding rune of the warrior (absorb 263; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 263 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of murder0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: offense ------ Critical power +11.00% Accuracy +6 (+3 eff.) Ignore Armor +10 Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
copper ring 'Demonglory'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +9% darkness Accuracy +10 (+5 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 16% defense ------ Defense +5 (+4 eff.) Mind save +6 (+3 eff.) Confus Resist +22% Rings make your fingers look great! |
warrior's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life +21.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +21% Rings make your fingers look great! |
Glarewinnow the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +15% light +6% fire Ignore resists +5% light +25% cold defense ------ Resistance +3% fire Life +26.00 Disarm Resist +22% Pinning Resist +24% Knockbk Resist +25% Rings make your fingers look great! |
rogue's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun offense ------ Physical Power +5 (+5 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+3 eff.) defense ------ Defense +8 (+6 eff.) Rings make your fingers look great! |
steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +5 (+5 eff.) Spellpower +5 (+2 eff.) Mindpower +7 (+3 eff.) Rings make your fingers look great! |
Dimcrypt the elm vilestaff (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% fire Ignore resists +5% darkness defense ------ Defense +6 (+5 eff.) Resistance +5% arcane +6% cold Crit Resistance 15.00% Silence Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.6 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 124.27 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. |
greater elm magestaff (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +6 (+2 eff.) Damage +10% lightning +10% cold +10% arcane +10% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
spellwoven woollen robe of protection (3 def, 3 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane/Master While equipped: offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) defense ------ Armor +3 Defense +3 (+3 eff.) Resistance +9% all Physical save +15 (+10 eff.) Spell save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Filthbender the cashmere robe (3 def, 3 armour)2.0 Encumbrance T3 cloth armor [Rare] Master While equipped: Stats +1 Con offense ------ Damage +6% physical +3% nature +3% mind Ignore resists +5% physical defense ------ Armor +3 Defense +3 (+3 eff.) Resistance +11% all Physical save +17 (+11 eff.) Unlife -60.00 life other ------- Max stamina +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emildaba the Charkill (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: offense ------ Damage +6% fire When Hit 4 fire On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Armor +4 Defense +6 (+5 eff.) Fatigue +7% Resistance +17% acid +6% fire +3% cold +3% lightning A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+4 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 72.28 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
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. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 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. |
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. |
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. |
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. |
4 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+4 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. |
3 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. |
54 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+11 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 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)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. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Alex the Shalore Archmage level 10
9th Flare 122nd year of Ascendancy at 22:37 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Alex the Shalore Archmage level 7
5th Flare 122nd year of Ascendancy at 08:22 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Alex the Shalore Archmage level 7
2nd Mirth 122nd year of Ascendancy at 03:46 see stats
Log
Today is the 51st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:43.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 52nd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:58.
Today is the 53rd Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:25.
Today is the 54th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
Today is the 55th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 56th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:21.
Ran for 3 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Elvala (Town) here (press '' or right click to use).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 57th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:38.
Ran for 12 turns (stop reason: hostile spotted to the south (ziguranth patrol)).
Today is the 58th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:05.
Today is the 59th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 07:55.
Today is the 60th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:45.
Today is the 61st Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
Saving game...
Saving done.


























































































