











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Easy Exploration |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 22 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 6 on the 5th Mirth 122nd year of Ascendancy at 12:10 / 21Killed by Forest Troll Hedge-Wizard at level 8 on the 2nd Summertide 122nd year of Ascendancy at 11:40 Killed by Forest Troll Hedge-Wizard at level 8 on the 2nd Summertide 122nd year of Ascendancy at 12:11 Killed by Bill the Stone Troll at level 10 on the 2nd Flare 122nd year of Ascendancy at 00:54 Killed by The Possessed at level 11 on the 9th Flare 122nd year of Ascendancy at 12:49 Killed by The Possessed at level 11 on the 9th Flare 122nd year of Ascendancy at 13:04 Killed by anaconda at level 11 on the 2nd Dusk 122nd year of Ascendancy at 08:14 Killed by The Possessed at level 11 on the 2nd Dusk 122nd year of Ascendancy at 12:28 Killed by Xerynn the giant lightning ant at level 12 on the 11st Dusk 122nd year of Ascendancy at 12:18 Killed by worm that walks at level 14 on the 20th Dusk 122nd year of Ascendancy at 12:48 Killed by worm that walks at level 14 on the 20th Dusk 122nd year of Ascendancy at 13:02 Killed by worm that walks at level 14 on the 20th Dusk 122nd year of Ascendancy at 14:53 Killed by worm that walks at level 14 on the 20th Dusk 122nd year of Ascendancy at 15:28 Killed by worm that walks at level 14 on the 20th Dusk 122nd year of Ascendancy at 15:45 Killed by worm that walks at level 14 on the 20th Dusk 122nd year of Ascendancy at 16:00 Killed by worm that walks at level 14 on the 20th Dusk 122nd year of Ascendancy at 16:11 Killed by assassin at level 16 on the 23rd Dusk 122nd year of Ascendancy at 16:47 Killed by Silutha the Thug at level 16 on the 23rd Dusk 122nd year of Ascendancy at 17:18 Killed by Bandit Leader Silamina at level 16 on the 24th Dusk 122nd year of Ascendancy at 01:33 Killed by Forudda at level 17 on the 24th Dusk 122nd year of Ascendancy at 11:47 Killed by Riageri the dwarf at level 22 on the 11st Haze 122nd year of Ascendancy at 18:56 |
Primary Stats
| Strength | 32 (base 27) |
| Dexterity | 43 (base 30) |
| Constitution | 34 (base 21) |
| Magic | 13 (base 15) |
| Willpower | 20 (base 14) |
| Cunning | 28 (base 28) |
Resources
| Life | 726/726 |
| Stamina | 224/224 |
| Healing Factor | 1.2953365646231 |
| Regeneration | 17.734112349503 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 41.852263939808 |
| See Invisible | 41.852263939808 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 43 |
| Crit Chance | 11% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 6.3333333333333 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Nature | +11% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +25% |
| Blight | +10% |
| Darkness | +10% |
| Cold | +10% |
| Nature | +9% |
Defense: Base
| Armour (hardiness) | 41 (30%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 35 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 26%( 70%) |
| Cold | + 23%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 32%( 70%) |
| Darkness | + 12%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 184 damage for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 547% 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Archery training | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 30% of the time and arcane sustains have a 3.0% chance to deactivate each turn. Antimagic Disruption |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lost sun paladin from death by Harkor'Zun. Escort: lost sun paladin (level 4 of Old Forest) | failed |
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 Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You failed to protect the temporal explorer from death by snow giant boulder thrower. Escort: temporal explorer (level 2 of Daikara) | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * 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 Alchemists | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
Equipment
| On feet | traveler's pair of iron boots of evasion (4 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue -2% Phys.save +7 (+3 eff.) ---------- misc Max.enc +21 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | deadly quiver of ash arrows of persecution (21/21, 30-42 power, 7 apr)3.0 T2 arrow ammo [Ego] Disrupt/Master Power 30.0 - 42.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Against +11% Unnatural +14% Unliving Arrows are used with bows to pierce your foes to death. |
| Light source | Xerekira the Frigidriver1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil +3 Con dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+3 eff.) Dmg.mod +6% blight Res.pen +10% blight +10% cold ----- def ----- Resists +17% blight HP.reg +5.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Floebraid' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold Res.pen +10% darkness +25% acid ----- def ----- Armour +4 Fatigue +4% Resists +7% nature +9% cold Spell.save +5 (+2 eff.) Max.HP +55.00 Heal.mod +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | cleansing yew totem of summon tentacle [power 225] (25 cooldown)2.0 T3 totem charm [Ego+] Nature 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: 477 Base Damage: 225 Armor: 8 All Resist: 6 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% nature ----- def ----- Armour +6 Resists +22% nature Rings make your fingers look great! |
| On fingers | steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +8 (+3 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
| Around waist | hardened leather belt of containment1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Anom.red +11 Max.HP +50.00 ---------- misc Max.mana +46.00 Max.stam +36.00 Max.hate +10.00 Max.psi +20.00 Max.vim +21.00 Max.P.En +21.00 Max.N.En +26.00 A belt that goes around your waist. |
| In main hand | throat-seeking elm longbow of dampening4.0 T1 longbow 2H weapon [Ego+] Disrupt Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +9% nature ----- def ----- Resists +12% acid +11% lightning +12% cold +12% fire +3% all Spell.save +9 (+4 eff.) Longbows are used to shoot arrows at your foes. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | Eremokalthodas the reinforced leather armour (12 def, 16 armour)9.0 T4 light armor [Random Unique] Nature/Master While equipped: dps ---------- Melee+ 6 fire Ranged+ 7 fire ----- def ----- Armour +16 Defense +12 (+4 eff.) Fatigue +8% Resists +19% lightning +19% fire +9% darkness +24% physical Phys.save +13 (+5 eff.) Mind.save +3 (+2 eff.) Max.HP +60.00 A suit of armour made of leather. |
| Cloak | resilient linen cloak of the guardian (7 def, 4 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +4 Defense +7 (+2 eff.) Phys.save +11 (+4 eff.) Spell.save +11 (+5 eff.) Mind.save +12 (+6 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
Rune of the Rift (230.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 230.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 13; cd 17)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 5; phase 16; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 884% over 10 turns; mana 44; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 884% for 10 turns (0 total) and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
traveler's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -5% Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
polar hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 cold Dmg.mod +3% cold Acc +10 (+3 eff.) ----- def ----- Armour +2 Resists +7% cold 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. |
miner's rough leather cap of strength (+3) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
blazing quiver of ash arrows of accuracy (15/15, 22-31 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 22.0 - 30.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +7 Crit +1.5% Capacity 15 Ranged+ +15 fire On Crit.r2 +9 fire Arrows are used with bows to pierce your foes to death. |
4 onyx0.0 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
scorching alchemist's lamp of clarity1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Mind.save +8 (+4 eff.) ---------- misc Light +4 See.Stealth +7 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 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 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. |
Transmogrification Chest2.0 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. |
psychokinetic pouch of dwarven-steel shots (21/21, 34-40 power, 3 apr)3.0 T3 shot ammo [Ego+] Psionic Power 33.5 - 40.2 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Ranged+ +9 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 94 physical damage Shots are used with slings to pummel your foes to death. |
Ivyvea [power 180] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +3% physical Acc +15 (+5 eff.) ----- def ----- Phys.save +3 (+1 eff.) Die.at -80.00 life Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing yew totem of healing [power 248] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You gain 0.15 gold from the transmogrification of alchemist's lamp.
You gain 0.70 gold from the transmogrification of barbed quiver of yew arrows (23/23, 44-62 power, 10 apr).
You gain 1.69 gold from the transmogrification of shocking dwarven-steel shield of cold resistance (+18%) (0 def, 6 armour, 84 block).
You gain 3.16 gold from the transmogrification of radiant dwarven-steel plate armour of clarity (0 def, 11 armour).
You gain 1.37 gold from the transmogrification of dwarven-steel plate armour of acid resistance (0 def, 11 armour).
You gain 9.98 gold from the transmogrification of Scorpionpunish the steel mail armour (2 def, 6 armour).
You gain 1.89 gold from the transmogrification of hardened leather cap of trickery (0 def, 3 armour).
You gain 3.01 gold from the transmogrification of murderer's linen cloak (1 def, 0 armour).
You gain 3.03 gold from the transmogrification of nightruned hardened leather belt of the vagrant.
You gain 4.76 gold from the transmogrification of steady hardened leather sling of true flight.
You gain 1.62 gold from the transmogrification of thorny mindstar of resolve (10-10 power, 24 apr, mind damage).
You gain 3.46 gold from the transmogrification of mighty elm longbow of acid.
You gain 4.48 gold from the transmogrification of balanced steel dagger of paradox (10-14 power, 6 apr).
There is a way to the previous level here (press '' or right click to use).
Saving game...
Saving done.









































































