Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! ZOmnibus Addon Pack 1.4.0Combines 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: Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Blood Mage |
| Level / Exp | 20 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by Kerov at level 13 on the 22nd Wealth 122nd year of Ascendancy at 04:52 0 / 7Killed by Glakira the midge swarm at level 16 on the 25th Shortage 122nd year of Ascendancy at 21:07 Killed by Cultist at level 18 on the 6th Iron 123rd year of Ascendancy at 00:38 Killed by Cultist at level 18 on the 6th Iron 123rd year of Ascendancy at 02:33 Killed by Urkis, the High Tempest at level 20 on the 3rd Steel 123rd year of Ascendancy at 11:31 Killed by Urkis, the High Tempest at level 20 on the 3rd Steel 123rd year of Ascendancy at 14:58 Killed by Urkis, the High Tempest at level 20 on the 3rd Steel 123rd year of Ascendancy at 15:10 |
Primary Stats
| Strength | 19 (base 12) |
| Dexterity | 15 (base 10) |
| Constitution | 70.482048821305 (base 42) |
| Magic | 46 (base 48) |
| Willpower | 21 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | -44/902 |
| Mana | 289/289 |
| Vim | 0/58 |
| Healing Factor | 1.3879069767442 |
| Regeneration | 8.1192558139536 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 9 |
| See Stealth | 11 |
| See Invisible | 17 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 42 |
| Crit Chance | 8% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.35 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | +0% |
Defense: Base
| Armour (hardiness) | 22.701064516484 (39.223300970874%) |
| Defense | 9.55 |
| Ranged Defense | 9.55 |
| Fatigue | 14 |
| Physical Save | 42.847905695819 |
| Spell Save | 22.3375 |
| Mental Save | 23.7875 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Bleed Resistance | 22% |
| Confusion Resistance | 38% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 259 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 758% for 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Willpower stat. |
Class Talents
| Corruption / Trauma | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Pyre | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vim | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blood | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blood magic | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Blood spear | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is in the center of a lightning hurricane, doing 33.60 to 100.79 lightning damage to itself and others around every turn. Hurricane |
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 |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 talent Vitality (+1 level(s)). | done |
From bellow, it devours | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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. The fortress&LIGHT_GREEN | 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. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one bloated horror heart. Don&039;t get any on you.&WHITESLATE039;Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.&WHITELIGHT_GREEN039;ve found the needed giant spider spinneret. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed snow giant kidney. * You&WHITELIGHT_GREEN039;ve found the needed red crystal shard. * &039;re smaller and easier to remove, but they&039;t poke yourself. Oh yes, and don&039; * &039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed minotaur nose. * &039; | 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 |
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 within4 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 | scholar& scholar&Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +10.00 Spellpower: +3 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (71 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Bethiramira the Dazzlesting (0 def, 7 armour) Bethiramira the Dazzlesting (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Effects on melee hit: * 40% chance to blind Changes resistances: +13% mind Changes resistances penetration: +5% blight Physical save: +16 (+5 eff.) Mental save: +12 (+6 eff.) Confusion immunity: +38% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns) 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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | steel ring &039; steel ring &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Physical power: +8 (+3 eff.) Changes stats: +1 Str Blindness immunity: +26% Life regen: +0.40 Infravision radius: +3 See stealth: +11 See invisible: +9 Rings can have magical properties. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.61 cold and 10.10 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around waist | hardened leather belt &039; hardened leather belt &039;Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +1 Con / +7 Lck Grants telepathy: Dragon Trap disarming bonus: +16 Stealth bonus: +6 Infravision radius: +4 See invisible: +6 A belt that goes around your waist. |
| In main hand | Kor& Kor&Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 4.2 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 107.01 physical damage to all targets in line, and inflicting bleeding for another 53.51 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
| On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
| Main armor | Miresun the hardened leather armour (3 def, 6 armour) Miresun the hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 16 nature Changes damage: +6% nature / +3% lightning Life regen: +4.20 Healing mod.: +16% A suit of armour made of leather. |
| Cloak | Eluda the Deepsfurnace (2 def, 0 armour) Eluda the Deepsfurnace (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +5 Defense: +2 (+2 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances penetration: +5% darkness Physical save: +12 (+4 eff.) Only die when reaching: -20.00 life Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Zadil ZadilInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +6 Con Physical save: +8 (+3 eff.) Life regen: +1.00 Maximum life: +48.00 Amulets can have magical properties. |
Inventory
movement infusion of the psychic (502% speed; 5 turns) movement infusion of the psychic (502% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 502% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
This item will automatically be transmogrified when you leave the level. ash magestaff (15-18 power, 3 apr, cold element)ash magestaff (15-18 power, 3 apr, cold element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. arcing steel battleaxe of the mystic (18.5-27.75 power, 2 apr)arcing steel battleaxe of the mystic (18.5-27.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning When wielded/worn: Changes stats: +3 Wil / +3 Mag Spellpower: +10 (+4 eff.) Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel longsword (14-19.6 power, 3 apr)steel longsword (14-19.6 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel dagger (12.5-16.25 power, 6 apr)balanced steel dagger (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +5 (+5 eff.) Disarm immunity: +18% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Darkbone (5.5-6.05 power, 18 apr, nature damage)Darkbone (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +3 Cun Changes resistances: +6% nature / +3% darkness Changes resistances penetration: +5% darkness Changes damage: +3% nature Critical mult.: +13.00% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. pouch of steel shots of crippling (21/21, 20-24 power, 2 apr)pouch of steel shots of crippling (21/21, 20-24 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +10.5% Capacity: 21 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. steel mail armour of stability (2 def, 6 armour)steel mail armour of stability (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Changes resistances: +5% physical Physical save: +12 (+4 eff.) A suit of armour made of mail. |
grounding iron helm of the depths (0 def, 3 armour) grounding iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% lightning / +6% temporal / +7% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By Kerov the Dwarf Blood Mage level 12
36th Profit 122nd year of Ascendancy at 14:36 see stats
Exterminator
Killed 1000 creatures.By Kerov the Dwarf Blood Mage level 16
25th Shortage 122nd year of Ascendancy at 02:40 see stats
Level 10
Got a character to level 10.By Kerov the Dwarf Blood Mage level 10
12nd Profit 122nd year of Ascendancy at 14:29 see stats
Level 20
Got a character to level 20.By Kerov the Dwarf Blood Mage level 20
2nd Steel 123rd year of Ascendancy at 06:12 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Kerov the Dwarf Blood Mage level 16
27th Dearth 122nd year of Ascendancy at 00:32 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Kerov the Dwarf Blood Mage level 4
20th Voratun 122nd year of Ascendancy at 02:06 see stats
The Arena
Unlocked Arena mode.By Kerov the Dwarf Blood Mage level 8
7th Profit 122nd year of Ascendancy at 15:30 see stats
The secret city
Discovered the truth about mages.By Kerov the Dwarf Blood Mage level 11
18th Profit 122nd year of Ascendancy at 14:30 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Kerov the Dwarf Blood Mage level 15
30th Wealth 122nd year of Ascendancy at 11:02 see stats
Unstoppable
Returned from the dead.By Kerov the Dwarf Blood Mage level 20
3rd Steel 123rd year of Ascendancy at 14:58 see stats
Log
Thunderstorm hits Kerov for (9 to ice), 13 lightning (13 total damage).
Kerov casts Vile Strike.
Kerov forces the iceblock to shatter.
Kerov is free from the ice.
Urkis, the High Tempest casts Lightning.
Kerov hits Iceblock for 30 darkness, 37 nature, 35 darkness, 36 blight, 37 nature (172 total damage).
Kerov hits Kerov for , (0 total damage).
Urkis, the High Tempest hits Kerov for 289 lightning damage.
Talent Soul Rot is ready to use.
Talent Searing Beam is ready to use.
Thunderstorm hits Kerov for 51 lightning damage.
Kerov casts Balefire Bolt.
Urkis, the High Tempest misses Kerov.
Urkis, the High Tempest is being drained!.
Talent Blood Spray is ready to use.
Urkis, the High Tempest has shook off the effects of their corrosion.
Kerov is caught inside a Hurricane.
Kerov receives 28 healing from Balefire from Kerov.
Balefire from Kerov hits Urkis, the High Tempest for 22 fire, 18 blight (40 total damage).
Thunderstorm hits Kerov for 43 lightning damage.
Kerov shrugs off the effect &039;!
Kerov casts Blood Spray.
Urkis, the High Tempest is afflicted by a decrepitude disease!
Urkis, the High Tempest casts Shock.
Urkis, the High Tempest&
Kerov hits Urkis, the High Tempest for 88 blight damage.
Saving game...
