Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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:
ZOmnibus Addon Pack 1.3.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.3.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Paradox Mage |
| Level / Exp | 21 / 33% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 11 (base 11) |
| Constitution | 54 (base 33) |
| Magic | 59 (base 50) |
| Willpower | 39 (base 21) |
| Cunning | 14 (base 10) |
Resources
| Life | 544/544 |
| Paradox | 300 |
| Healing Factor | 1.56 |
| Regeneration | 8.346 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 9 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 5 |
| Crit Chance | 5% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46.666666666667 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27.45 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 12 (30%) |
| Defense | 40.744633653556 |
| Ranged Defense | 40.744633653556 |
| Fatigue | 4 |
| Physical Save | 34.625 |
| Spell Save | 27.15 |
| Mental Save | 25.275 |
Defense: Resistances
| All | 0%( 76%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 22% |
Inscriptions (3/3)
| 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 325 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 181 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Stasis | 1.30 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Chronomancy / Energy | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Contingency |
| talent | Energy Decomposition |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by bee swarm. Escort: repented thief (level 3 of Old Forest) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | 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 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 Shax 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 57. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of 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 vial of squid ink. * You've found the needed ice ant stinger. | 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 within3 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 | Ivithra the pair of hardened leather boots (0 def, 3 armour) Ivithra the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances penetration: +10% temporal Changes damage: +9% mind Maximum encumbrance: +32 Physical save: +8 (+4 eff.) A pair of boots made of leather. Press to compare |
| Light source | alchemist's lamp 'Treewilter' alchemist's lamp 'Treewilter'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +15% nature Mental save: +9 (+4 eff.) Light radius: +3 See stealth: +9 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
| On head | cashmere wizard hat 'Adybeth' (2 def, 0 armour) cashmere wizard hat 'Adybeth' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Mag / +11 Wil Changes resistances: +19% darkness Changes damage: +13% darkness Mental save: +3 (+2 eff.) Maximum psi: +20.00 Spellpower: +7 (+2 eff.) Mindpower: +2 (+1 eff.) A pointy cloth hat, very wizardly... Press to compare |
| Tool | Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. Press to compare |
| On fingers | rogue's steel ring of perseverance rogue's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Stun/Freeze immunity: +22% Life regen: +1.60 Rings can have magical properties. Press to compare |
| On fingers | Brightwrack the gold ring Brightwrack the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+7 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 fire Changes stats: +11 Str / +12 Con Changes resistances: +20% nature / +9% fire Changes resistances penetration: +5% fire Changes damage: +19% nature Rings can have magical properties. Press to compare |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Press to compare |
| In main hand | lifebinding yew starstaff of illumination (20-24 power, 4 apr, temporal element) lifebinding yew starstaff of illumination (20-24 power, 4 apr, temporal element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 11% chance to blind Changes stats: +4 Con Changes damage: +20% temporal Talent granted: +1 Command Staff Life regen: +0.50 Spellpower: +14 (+5 eff.) Spell crit. chance: +3% Light radius: +2 Healing mod.: +13% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 61.87 light damage. Staves designed for wielders of magic, by the greats of the art. Press to compare |
| On hands | Zeryrain the hardened leather gloves (0 def, 2 armour) Zeryrain the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 lightning Changes stats: +3 Con Changes resistances: +6% lightning Changes damage: +3% lightning Critical mult.: +3.00% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
| Main armor | troll-hide cured leather armour of the void (2 def, 4 armour) troll-hide cured leather armour of the void (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 6 darkness Damage (Ranged): 5 darkness Changes resistances: +12% darkness / +12% temporal Life regen: +3.00 Healing mod.: +13% Defense after a teleport: +10 Resist all after a teleport: +11% New effects duration reduction after a teleport: +10% It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 25 turns. A suit of armour made of leather. Press to compare |
| Cloak | Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. Press to compare |
| Around neck | Aeraldavena the stralite amulet Aeraldavena the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Changes stats: +2 Mag Changes resistances: +36% fire / +32% cold Changes resistances cap: +6% all Changes damage: +9% blight Physical save: +15 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Amulets can have magical properties. Press to compare |
Inventory
healing infusion of the psychic (heal 127) healing infusion of the psychic (heal 127)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 127 and cleanse 1 wound and poison effect. Its effects scale with your Willpower 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 |
shielding rune of the warrior (absorb 247 for 5 turns) shielding rune of the warrior (absorb 247 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 247 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. Press to compare |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. Press to compare |
warrior's steel amulet of magic (+3) warrior's steel amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. Press to compare |
serendipitous gold amulet of mastery (0.19 Chronomancy / Spacetime Weaving) serendipitous gold amulet of mastery (0.19 Chronomancy / Spacetime Weaving)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+8 eff.) Defense: +8 (+3 eff.) Changes stats: +8 Lck Talent mastery: +0.19 Chronomancy / Spacetime Weaving Reduce all damage from unseen attackers: 11% Amulets can have magical properties. Press to compare |
Belehell BelehellInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Cut immunity: +10% Teleport immunity: +5% Maximum life: +10.00 Rings can have magical properties. Press to compare |
Uleran UleranInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% lightning / +20% fire Changes damage: +10% fire Rings can have magical properties. Press to compare |
mule's steel ring of sensing mule's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Blindness immunity: +20% Infravision radius: +4 See stealth: +5 See invisible: +5 Rings can have magical properties. Press to compare |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. Press to compare |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. Press to compare |
nimble rough leather armour of thunder (4 def, 2 armour) nimble rough leather armour of thunder (4 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+5 eff.) Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +6% Changes stats: +4 Str / +2 Dex / +3 Mag / +4 Wil Changes resistances: +11% lightning Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Movement speed: +20% A suit of armour made of leather. Press to compare |
cured leather armour of the deep (2 def, 6 armour) cured leather armour of the deep (2 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +7% acid / +6% cold Allows you to breathe in: water A suit of armour made of leather. Press to compare |
regal linen cloak of the Shaloren (1 def, 0 armour) regal linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +3 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. Press to compare |
undeterred pair of rough leather boots of uncanny dodging (3 def, 1 armour) undeterred pair of rough leather boots of uncanny dodging (3 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Silence immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +21% A pair of boots made of leather. Press to compare |
Zanuromineg the Chargesin (0 def, 4 armour) Zanuromineg the Chargesin (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +2 (+2 eff.) Armour: +4 Fatigue: +3% Changes resistances: +14% lightning / +8% temporal Changes resistances penetration: +5% lightning Physical save: +25 (+10 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
miner's rough leather cap of strength (+2) (0 def, 2 armour) miner's rough leather cap of strength (+2) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +2 Str Infravision radius: +1 A cap made of leather. Press to compare |
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 (95 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
iron pickaxe of endurance (dig speed 40 turns) iron pickaxe of endurance (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
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 (1/1) Rod of Recall (1/1)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 202 power out of 335/400. 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
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Beamed the Cornac Paradox Mage level 17
31st Haze 122nd year of Ascendancy at 07:12 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Beamed the Cornac Paradox Mage level 14
46th Dusk 122nd year of Ascendancy at 11:16 see stats
Exterminator
Killed 1000 creatures.By Beamed the Cornac Paradox Mage level 18
37th Haze 122nd year of Ascendancy at 01:59 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Beamed the Cornac Paradox Mage level 20
64th Haze 122nd year of Ascendancy at 08:18 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Beamed the Cornac Paradox Mage level 17
31st Haze 122nd year of Ascendancy at 06:44 see stats
Level 10
Got a character to level 10.By Beamed the Cornac Paradox Mage level 10
3rd Flare 122nd year of Ascendancy at 20:03 see stats
Level 20
Got a character to level 20.By Beamed the Cornac Paradox Mage level 20
58th Haze 122nd year of Ascendancy at 20:50 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Beamed the Cornac Paradox Mage level 14
27th Dusk 122nd year of Ascendancy at 20:05 see stats
Size matters
Did over 600 damage in one attack.By Beamed the Cornac Paradox Mage level 5
79th Pyre 122nd year of Ascendancy at 08:05 see stats
The Arena
Unlocked Arena mode.By Beamed the Cornac Paradox Mage level 10
7th Flare 122nd year of Ascendancy at 17:45 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Beamed the Cornac Paradox Mage level 17
31st Haze 122nd year of Ascendancy at 07:12 see stats
The secret city
Discovered the truth about mages.By Beamed the Cornac Paradox Mage level 9
10th Mirth 122nd year of Ascendancy at 16:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Beamed the Cornac Paradox Mage level 19
50th Haze 122nd year of Ascendancy at 08:55 see stats
Wibbly Wobbly Timey Wimey Stuff
Killed the weaver queen and the temporal defiler.By Beamed the Cornac Paradox Mage level 5
79th Pyre 122nd year of Ascendancy at 08:10 see stats
Log
Beamed picks up (l.): flaming steel waraxe of projection (11-15.4 power, 3 apr).
Beamed picks up (m.): dwarven-steel shield 'Darkstreak' (8 def, 9 armour, 136.5 block).
Beamed picks up (u.): mindwoven cashmere wizard hat of nature (+18%) (2 def, 0 armour).
Beamed picks up (q.): rejuvenating cured leather armour of cold resistance (2 def, 4 armour).
Beamed picks up (m.): steel shield of radiance (6 def, 2 armour, 39 block).
Beamed picks up (m.): balanced steel dagger of erosion (13.5-17.55 power, 6 apr).
There is a teleportation circle to the surface here (press '' or right click to use).
You gain 1.96 gold from the transmogrification of mindwoven cashmere wizard hat of nature (+18%) (2 def, 0 armour).
You gain 0.85 gold from the transmogrification of pair of iron boots of uncanny dodging (2 def, 3 armour).
You gain 6.21 gold from the transmogrification of rejuvenating cured leather armour of cold resistance (2 def, 4 armour).
You gain 7.52 gold from the transmogrification of dwarven-steel shield 'Darkstreak' (8 def, 9 armour, 136.5 block).
You gain 2.66 gold from the transmogrification of steel shield of radiance (6 def, 2 armour, 39 block).
You gain 3.70 gold from the transmogrification of balanced steel dagger of erosion (13.5-17.55 power, 6 apr).
You gain 2.16 gold from the transmogrification of flaming steel waraxe of projection (11-15.4 power, 3 apr).
You gain 2.39 gold from the transmogrification of hateful dwarven-steel mace (25-35 power, 4 apr).
There is a Hidden teleportation portal to Angolwen, the hidden city of magic 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.
Saving game...
Saving done.
Saving game...
Saving done.
Today is the 66th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:33.
Today is the 67th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:48.
Today is the 68th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:13.
Beamed deactivates Energy Decomposition.
Beamed deactivates Contingency.
