Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Items Vault 1.3.0Donators/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: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Shalore |
Class | Anorithil |
Level / Exp | 17 / 42% |
Size | medium |
Lifes / Deaths | Killed by ogre mauler at level 17 on the 36th Dusk 122nd year of Ascendancy at 03:48 / 1 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 28 (base 19) |
Magic | 55 (base 44) |
Willpower | 19 (base 10) |
Cunning | 28 (base 27) |
Resources
Life | -36/427 |
Positive | 66/68 |
Negative | 36/68 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
See Stealth | 13 |
See Invisible | 9 |
Offense: Mainhand
Damage | 19 |
Accuracy | 13 |
Crit Chance | 13% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41.666666666667 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 22.25 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 13 (60%) |
Defense | 22.175 |
Ranged Defense | 23.675 |
Fatigue | 0 |
Physical Save | 36.979276724868 |
Spell Save | 45.752851149912 |
Mental Save | 16.45 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Confusion Resistance | 15% |
Teleport Resistance | 10% |
Blind Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 215 damage for 3 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 226 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Corona |
talent | Hymn of Shadows |
talent | Chant of Fortitude |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
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 failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +2. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 18. | 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. | 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 within10 lumberjacks have died. | done |
Equipment
On feet | [vs. pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)] pair of rough leather boots of uncanny dodging (2 def, 1 armour)pair of rough leather boots of uncanny dodging (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +2 (+1 eff.) (-) Ranged Defense: +3 (+1 eff.) (-) Fatigue: +1% (-) A pair of boots made of leather. |
Light source | [vs. alchemist's lamp 'Skywarden' (Light source)] alchemist's lamp 'Skywarden'alchemist's lamp 'Skywarden' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +12%(-) lightning Changes damage: +12%(-) lightning Blindness immunity: +28% (-) Confusion immunity: +15% (-) Light radius: +8 (-) See stealth: +13 (-) See invisible: +9 (-) It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | [vs. Cloud Caller (0 def, 0 armour) (On head)] Cloud Caller (0 def, 0 armour)Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) light / +10%(-) lightning Changes damage: +10%(-) light / +10%(-) lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.72 to 89.16 damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Tool | [vs. Lightbringer's Wand (Tool)] Lightbringer's WandLightbringer's Wand Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18(-) light Changes resistances: +12%(-) darkness / +12%(-) light Changes damage: +10%(-) light Spell save: +15 (+5 eff.) (-) Light radius: +2 (-) It can be used to summon a shining orb, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
On fingers | [vs. Vargh Redemption (On fingers, 1 of 2)] Vargh RedemptionVargh Redemption Infused 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 11.14 cold and 9.69 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. Tap to cycle through comparison choices |
On fingers | [vs. Vargh Redemption (On fingers, 1 of 2)] steel ring of pilferingsteel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+7 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes stats: +0(-6) Con / +0(-4) Wil Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | [vs. Mighty Girdle (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | [vs. Chamylendur (15-18 power, 3 apr, darkness element) (In main hand)] Chamylendur (15-18 power, 3 apr, darkness element)Chamylendur (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 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: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Defense: +7 (+4 eff.) (-) Effects on melee hit: * 8% chance to blind Damage (Melee): 0(-8) item light blind Changes resistances: +6%(-) nature Changes damage: +15%(-) darkness Talents granted: +1.00(-) Command Staff Teleport immunity: +10% (-) Spellpower: +6 (+2 eff.) (-) Spell crit. chance: +2% (-) Light radius: +2 (-) 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 69.08 light damage. Staves designed for wielders of magic, by the greats of the art. |
On hands | [vs. rough leather gloves of magic (+3) (0 def, 1 armour) (On hands)] rough leather gloves of magic (+3) (0 def, 1 armour)rough leather gloves of magic (+3) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +3(-) Mag Changes damage: +4%(-) arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | [vs. Robes of Deflection (0 def, 7 armour) (Main armor)] Robes of Deflection (0 def, 7 armour)Robes of Deflection (0 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 (-) Armour Hardiness: +30% (-) Changes stats: +3(-) Mag / +3(-) Con Spellpower: +4 (+1 eff.) (-) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
Cloak | [vs. enveloping linen cloak of the Shaloren (7 def, 0 armour) (Cloak)] enveloping linen cloak of the Shaloren (7 def, 0 armour)enveloping linen cloak of the Shaloren (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) (-) Changes stats: +2(-) Wil / +1(-) Mag Physical save: +5 (+2 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. Feathersteel Amulet (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted 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. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 29)healing infusion (heal 29) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 29 and cleanse 1 wound and poison effect. 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. |
[vs. Infusion: Regeneration [regeneration infusion of the sneak (heal 219 over 5 turns)] (on body)] regeneration infusion of the wizard (heal 247 over 5 turns)regeneration infusion of the wizard (heal 247 over 5 turns) 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: 15(-) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 247(+20) life over 5(-) turns. Its effects scale with your -Cunning, +Magic 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. |
[vs. Feathersteel Amulet (Around neck)] BalancecrackBalancecrack Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+20%) Changes resistances: +11% light / +12% darkness / +3% mind / +6% nature Maximum encumbrance: +0 (-20) Blindness immunity: +20% Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. Feathersteel Amulet (Around neck)] Torotar the steel amuletTorotar the steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+20%) Changes stats: +2 Dex Changes resistances: +5% physical Changes resistances penetration: +5% physical Maximum encumbrance: +0 (-20) Stamina each turn: +0.20 Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. Vargh Redemption (On fingers, 1 of 2)] wizard's copper ringwizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag / +0(-4) Wil / +0(-6) Con Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Spell save: +4 (+1 eff.) Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Vargh Redemption (On fingers, 1 of 2)] rogue's steel ring of blight (+12%)rogue's steel ring of blight (+12%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +0(-4) Wil / +3 Cun / +0(-6) Con Changes resistances: +12% blight / +0%(-25%) cold / +0%(-10%) nature Changes damage: +12% blight / +0%(-15%) cold Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Vargh Redemption (On fingers, 1 of 2)] steel ring of pilferingsteel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+7 eff.) Armour penetration: +8 Defense: +7 (+3 eff.) Changes stats: +0(-6) Con / +0(-4) Wil Changes resistances: +0%(-10%) nature / +0%(-25%) cold Changes damage: +0%(-15%) cold Maximum mana: +0.00 (-20.00) Maximum stamina: +0.00 (-20.00) Maximum psi: +0.00 (-20.00) Maximum air capacity: +0.00 (-50.00) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Chamylendur (15-18 power, 3 apr, darkness element) (In main hand)] short elm starstaff of illumination (10-12 power, 2 apr, darkness element)short elm starstaff of illumination (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0(-5.0 - -6.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-1) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Defense: +6 (+4 eff.) (-1 (+0 eff.)) Effects on melee hit: * 6% chance to blind Damage (Melee): 0(-8) item light blind Changes resistances: +0%(-6%) nature Changes damage: +10%(-5%) darkness Talents granted: +1.00(-) Command Staff Teleport immunity: +0% (-10%) Spellpower: +3 (+1 eff.) (-3 (-1 eff.)) Spell crit. chance: +1% (-1%) Light radius: +3 (+1) 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 69.08 light damage. Staves designed for wielders of magic, by the greats of the art. |
[vs. Chamylendur (15-18 power, 3 apr, darkness element) (In main hand)] Crystal Shard (16-19.2 power, 4 apr, physical element)Crystal Shard (16-19.2 power, 4 apr, physical element) Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2(+1.0 - +1.2) Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (+1) Physical crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Damage conversion: 50% blight When wielded/worn: Defense: +0 (+0 eff.) (-7 (-4 eff.)) Damage (Melee): 0(-8) item light blind Changes resistances: +10% blight / +10% arcane / +0%(-6%) nature Changes damage: +18% blight / +18% arcane / +0%(-15%) darkness Damage affinity(heal): +20% arcane Talent granted: +0(+-1) Command Staff Teleport immunity: +0% (-10%) Spellpower: +14 (+4 eff.) (+8 (+2 eff.)) Spell crit. chance: +4% (+2%) Light radius: +0 (-2) It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
[vs. Chamylendur (15-18 power, 3 apr, darkness element) (In main hand)] dwarven-steel greatsword of purging (36-57.6 power, 2 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of purging (36-57.6 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6(+21.0 - +39.6) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-1) Physical crit. chance: +3.5% (+0.5%) Attack speed: 100% (-) On weapon hit: + 25% chance to remove a magical effect Damage (Melee): +12 nature When wielded/worn: Defense: +0 (+0 eff.) (-7 (-4 eff.)) Damage (Melee): 0(-8) item light blind Changes resistances: +0%(-6%) nature Changes damage: +0%(-15%) darkness Talent granted: +0(+-1) Command Staff Teleport immunity: +0% (-10%) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-2%) Light radius: +0 (-2) Massive two-handed swords. |
[vs. Mighty Girdle (Around waist)] rough leather belt of the mysticrough leather belt of the mystic Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Maximum encumbrance: +0 (-70) Mental save: +5 (+4 eff.) Knockback immunity: +0% (-40%) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
[vs. pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)] blood-soaked pair of hardened leather boots of uncanny dodging (4 def, 3 armour)This item will automatically be transmogrified when you leave the level. blood-soaked pair of hardened leather boots of uncanny dodging (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +4 (+4 eff.) Armour: +3 (+2) Defense: +4 (+2 eff.) (+2 (+1 eff.)) Ranged Defense: +4 (+2 eff.) (+1 (+0 eff.)) Fatigue: +3% (+2%) A pair of boots made of leather. |
[vs. pair of rough leather boots of uncanny dodging (2 def, 1 armour) (On feet)] miner's pair of hardened leather boots of uncanny dodging (4 def, 9 armour)This item will automatically be transmogrified when you leave the level. miner's pair of hardened leather boots of uncanny dodging (4 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 (+8) Defense: +4 (+2 eff.) (+2 (+1 eff.)) Ranged Defense: +5 (+2 eff.) (+2 (+1 eff.)) Fatigue: +3% (+2%) Infravision radius: +1 A pair of boots made of leather. |
[vs. rough leather gloves of magic (+3) (0 def, 1 armour) (On hands)] Spellhunt Remnants (1 def, 2 armour)Spellhunt Remnants (1 def, 2 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (+1) Defense: +1 (+0 eff.) Changes stats: +0(-3) Mag Changes damage: +0%(-4%) arcane Spell save: +4 (+1 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
[vs. Cloud Caller (0 def, 0 armour) (On head)] clarifying linen wizard hat of darkness (+15%) (1 def, 0 armour)clarifying linen wizard hat of darkness (+15%) (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +0%(-10%) lightning / +15% darkness / +0%(-10%) light Changes damage: +0%(-10%) lightning / +10% darkness / +0%(-10%) light Mental save: +6 (+4 eff.) A pointy cloth hat, very wizardly... |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine 12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
[vs. alchemist's lamp 'Skywarden' (Light source)] survivor's brass lantern of healthsurvivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +0%(-12%) lightning Changes damage: +0%(-12%) lightning Physical save: +6 (+3 eff.) Blindness immunity: +0% (-28%) Confusion immunity: +0% (-15%) Maximum life: +43.00 Light radius: +2 (-6) See stealth: +0 (-13) See invisible: +0 (-9) Healing mod.: +11% 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. |
[vs. Lightbringer's Wand (Tool)] miner's iron pickaxe (dig speed 29 turns)miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-18) light Changes stats: +1 Str Changes resistances: +0%(-12%) darkness / +0%(-12%) light Changes damage: +0%(-10%) light Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 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) 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. |
[vs. Lightbringer's Wand (Tool)] tentacled yew totem of thorny skin [power 35] (20 cooldown)This item will automatically be transmogrified when you leave the level. tentacled yew totem of thorny skin [power 35] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 0(-18) light Changes resistances: +0%(-12%) darkness / +0%(-12%) light Changes damage: +0%(-10%) light Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) It can be used to harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Solari the Shalore Anorithil level 15
21st Dusk 122nd year of Ascendancy at 04:50 see stats
By Solari the Shalore Anorithil level 14
9th Dusk 122nd year of Ascendancy at 11:32 see stats
By Solari the Shalore Anorithil level 10
9th Mirth 122nd year of Ascendancy at 06:03 see stats
By Solari the Shalore Anorithil level 3
77th Pyre 122nd year of Ascendancy at 17:46 see stats
By Solari the Shalore Anorithil level 10
10th Mirth 122nd year of Ascendancy at 03:52 see stats
By Solari the Shalore Anorithil level 12
10th Flare 122nd year of Ascendancy at 06:01 see stats
Log
A shield forms around ogre warmaster.
Barrier is still on cooldown for 1 turns.
Solari is confused and fails to use Healing Light.
Solari is confused and fails to use Healing Light.
Ogre mauler casts Rune: Shielding.
A shield forms around ogre mauler.
Ogre mauler misses Solari.
Ogre mauler uses Infusion: Movement.
Ogre mauler is moving freely.
Ogre mauler prepares for the next kill!.
Talent Moonlight Ray is ready to use.
Talent Barrier is ready to use.
Solari is confused and fails to use Barrier.
Ogre mauler uses Infusion: Healing.
Solari resists the mind attack!
Solari hits Ogre mauler for (17 absorbed), 0 darkness, (36 absorbed), 0 light (0 total damage).
Ogre mauler receives 106 healing from Infusion: Healing.
Ogre mauler hits Solari for 82 physical, 10 mind, (93 total damage).
Ogric abomination is not stunned anymore.
Ogre pounder is not stunned anymore.
Ogre guard hits Solari for 71 physical, 5 lightning (76 total damage).
Solari hits Ogre guard for 14 darkness, 30 light (46 total damage).
Ogre warmaster is not stunned anymore.
Talent Twilight Surge is ready to use.
Solari is confused and fails to use Barrier.
Saving game...