Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| 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 1.2.0Combines 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 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Bulwark |
| Level / Exp | 12 / 84% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 12 on the 7th Dusk 122nd year of Ascendancy at 21:39 / 1 |
Primary Stats
| Strength | 43 (base 25) |
| Dexterity | 40 (base 35) |
| Constitution | 34 (base 15) |
| Magic | 12 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | -18/483 |
| Stamina | 47/113 |
| Healing Factor | 1 |
| Regeneration | 3.6675469764853 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 34 |
| Crit Chance | 8% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.4 |
| Crit Chance | 6% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 64.271081004759 (81.030927835052%) |
| Defense | 45.192839467978 |
| Ranged Defense | 45.192839467978 |
| Fatigue | 42 |
| Physical Save | 27.9125 |
| Spell Save | 13.975 |
| Mental Save | 12.775 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 97% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 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%. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and the duration of all timed effects by 15%. Out of Phase |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You failed to protect the lost anorithil from death by grizzly bear. Escort: lost anorithil (level 3 of Trollmire) | 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | [vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] Frost Treads (1 def, 4 armour)Frost Treads (1 def, 4 armour) Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +0(-2) Wil / +4(-) Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | [vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] bright brass lantern of healthbright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +0(-4) Cun / +0(-2) Wil Maximum life: +43.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] Mayoyara (0 def, 1 armour)Mayoyara (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag / +0(-2) Wil / +0(-4) Cun Changes resistances: +6% cold / +6% fire Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% A cap made of leather. |
| On hands | [vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +4(-) Cun / +4(+2) Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 These gloves are coated with a thick, green liquid. |
| Tool | [vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Defense: +5 Changes stats: +0(-2) Wil / +0(-4) Cun / +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] copper ring of frost (+22%)copper ring of frost (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +0(-4) Cun / +0(-2) Wil Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
| On fingers | [vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] treant's copper ringtreant's copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +0(-4) Cun / +0(-2) Wil Changes resistances: +5% nature / +5% blight Poison immunity: +11% Disease immunity: +11% Rings can have magical properties. |
| Around neck | [vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] clarifying copper amulet of constitution (+3)clarifying copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +0(-2) Wil / +0(-4) Cun / +3 Con Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
| In main hand | [vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] Betamina the steel waraxe (12.5-17.5 power, 3 apr)Betamina the steel waraxe (12.5-17.5 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +3 (-) Physical crit. chance: +4.0% (-) Attack speed: 100% (-) On weapon hit: * 12% chance to cause random insanity Damage (Melee): +5(-) mind Burst (radius 1) on hit: +4(-) temporal When wielded/worn: Changes stats: +4(-) Cun / +2(-) Wil One-handed war axes. |
| Around waist | [vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Armour: +4 Changes stats: +0(-4) Cun / +0(-2) Wil 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 off hand | [vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] Wrathroot's Barkwood (9 def, 10 armour, 26 dam, 60 block)Wrathroot's Barkwood (9 def, 10 armour, 26 dam, 60 block) Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When used to attack (with talents): Base power: 26.0 - 36.4 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes stats: +0(-4) Cun / +0(-2) Wil Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | [vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] Cloak of DeceptionCloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Physical power: +5 Changes stats: +0(-4) Cun / +0(-2) Wil Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | [vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] spiked iron plate armour of lightning resistance (3 def, 7 armour)spiked iron plate armour of lightning resistance (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Damage when hit (Melee): 11 physical Changes stats: +0(-4) Cun / +0(-2) Wil Changes resistances: +15% lightning A suit of armour made of metal plates. |
Inventory
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] teleportation rune of the duelist (range 62)teleportation rune of the duelist (range 62) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +0(-4) Cun / +0(-2) Wil When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 62 with a minimum range of 15. Its effects scale with your Dexterity 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. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] steel amuletThis item will automatically be transmogrified when you leave the level. steel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +0(-4) Cun / +0(-2) Wil Amulets can have magical properties. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] iron longsword (11.5-16.1 power, 2 apr)iron longsword (11.5-16.1 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1(-1.0 - -1.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-1) Physical crit. chance: +2.5% (-1.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +0(-4) Cun / +0(-2) Wil Sharp, long, and deadly. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] Silasebeth (13-18.2 power, 2 apr)Silasebeth (13-18.2 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2(+0.5 - +0.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-1) Physical crit. chance: +0.5% (-3.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Accuracy: +6 Physical power: +4 Defense: +5 Damage when hit (Melee): 4 physical Changes stats: +0(-4) Cun / +0(-2) Wil Blunt and deadly. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] rough leather beltThis item will automatically be transmogrified when you leave the level. rough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +0(-4) Cun / +0(-2) Wil A belt that goes around your waist. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] Wrap of Stone (0 def, 10 armour)Wrap of Stone (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes stats: +0(-4) Cun / +0(-2) Wil Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 35.89 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] woollen robe (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +0(-4) Cun / +0(-2) Wil A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] insulating pair of iron boots of uncanny dodging (3 def, 3 armour)insulating pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +2 Fatigue: +2% Changes stats: +0(-4) Cun / +0(-2) Wil Changes resistances: +5% cold / +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] iron gauntlets of dexterity (+3) (0 def, 1 armour)iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +3 Dex / +0(-4) Cun / +0(-2) Wil Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] grounding iron helm (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. grounding iron helm (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +0(-4) Cun / +0(-2) Wil Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] insulating rough leather cap (0 def, 1 armour)insulating rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +0(-4) Cun / +0(-2) Wil Changes resistances: +6% cold / +6% fire A cap made of leather. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] iron mail armour (2 def, 4 armour)iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes stats: +0(-4) Cun / +0(-2) Wil A suit of armour made of mail. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] iron shield (4 def, 2 armour, 9 dam, 18.5 block)iron shield (4 def, 2 armour, 9 dam, 18.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes stats: +0(-4) Cun / +0(-2) Wil Talent granted: +1 Block Handheld deflection devices. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] agateagate 0.00 Encumbrance. Type: gem / black ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1(-1) Wil / +1(-3) Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] 5 spinel5 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Defense: +2 Changes stats: +0(-4) Cun / +0(-2) Wil Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] 3 ametrine3 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Physical crit. chance: +1.0% Changes stats: +0(-4) Cun / +0(-2) Wil 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% Gems can be sold for money or used in arcane rituals. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] 4 citrine4 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +0(-4) Cun / +0(-2) Wil Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] 2 zircon2 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Armour: +1 Changes stats: +0(-4) Cun / +0(-2) Wil Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] aquamarineaquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Armour: +2 Changes stats: +0(-4) Cun / +0(-2) Wil Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] 2 opal2 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2(-) Wil / +2(-2) Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] 2 topaz2 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Defense: +4 Changes stats: +0(-4) Cun / +0(-2) Wil Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] 2 amethyst2 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Physical crit. chance: +2.0% Changes stats: +0(-4) Cun / +0(-2) Wil 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% Gems can be sold for money or used in arcane rituals. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +0(-4) Cun / +0(-2) Wil Light radius: +2 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. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +0(-4) Cun / +0(-2) Wil 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. |
[vs. Betamina the steel waraxe (12.5-17.5 power, 3 apr) (In main hand)] Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Armour Penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Attack speed: 100% (100%) On weapon hit: * 0% chance to cause random insanity (-12%) Damage (Melee): +0(-5) mind Burst (radius 1) on hit: +0(-4) temporal When wielded/worn: Changes stats: +0(-4) Cun / +0(-2) Wil It can be used to recall the user to the worldmap, 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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Rudy the Ghoul Bulwark level 10
2nd Flare 122nd year of Ascendancy at 07:20 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Rudy the Ghoul Bulwark level 10
3rd Flare 122nd year of Ascendancy at 02:19 see stats
Log
Shadow hits Rudy for 107 lightning damage.
The Withering Thing misses Rudy.
Rudy performs a melee critical strike against The Withering Thing!
Shadow misses Rudy.
Shadow casts Fade.
Shadow fades!
Rudy hits Shadow for 4 temporal, 0 physical (4 total damage).
Rudy hits The Withering Thing for 41 physical, 5 mind, 4 temporal (50 total damage).
Shadow hits Rudy for 8 physical damage.
The Withering Thing misses Rudy.
Shadow casts Shadow Lightning.
Shadow is not intimidated!
Shadow is not intimidated!
Shadow is not intimidated!
Shadow casts Blindside.
Rudy hits Shadow for 9 physical damage.
Rudy hits The Withering Thing for 8 physical damage.
The Withering Thing hits Rudy for 4 physical damage.
Shadow hits Rudy for 16 physical damage.
Shadow hits Rudy for 97 lightning damage.
Talent Block is ready to use.
Talent Assault is ready to use.
Rudy is no longer dominated.
Rudy deactivates Daunting Presence.
Rudy casts Rune: Phase Door.
Rudy is out of phase.
Shadow casts Shadow Flames.
Saving game...
