Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Ogre |
Class | Reaver |
Level / Exp | 24 / 63% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 21 (base 14) |
Dexterity | 19 (base 11) |
Constitution | 18 (base 10) |
Magic | 64 (base 54) |
Willpower | 20 (base 10) |
Cunning | 48 (base 42) |
Resources
Life | 3/775 |
Mana | 312/364 |
Positive | 18/119 |
Vim | 3/154 |
Healing Factor | 1.0638297872341 |
Regeneration | 0.26595744680853 |
Speed
Mental | +15% |
Attack | +15% |
Movement | 0% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 28 |
Accuracy | 30 |
Crit Chance | 20% |
APR | 10 |
Speed | 0.87 |
Offense: Offhand
Damage | 9 |
Accuracy | 30 |
Crit Chance | 24% |
APR | 15 |
Speed | 0.87 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 19% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 12% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Blight | +34% |
Darkness | +10% |
All | 0% |
Offense: Damage Penetration
Arcane | +10% |
Mind | +10% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 27 (30%) |
Defense | 24 |
Ranged Defense | 31 |
Fatigue | 8 |
Physical Save | 31 |
Spell Save | 44 |
Mental Save | 40 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 31%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 27%( 70%) |
All | 0%( 70%) |
Lightning | + 10%( 70%) |
Light | + 27%( 70%) |
Temporal | + 11%( 70%) |
Mind | + 6%( 70%) |
Darkness | + 53%( 70%) |
Fire | + 38%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Teleport Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Disarm Resistance | 15% |
Poison Resistance | 5% |
Blind Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 517 damage for 4 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 550% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 516 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Vim | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Sanguisuge | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Willful Tormenter |
talent | Infestation |
talent | Overkill |
talent | Blood Vengeance |
talent | Bone Shield |
beneficial effect | The target is in a magical frenzy, improving spellpower by 8. Bloodlust |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
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's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Bathe in Light (+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 |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Glurekira the grizzly bear. Escort: worried loremaster (level 1 of Old Forest) | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 within12 lumberjacks have died. | active |
Equipment
On feet | Kevon the pair of hardened leather boots (0 def, 3 armour) =-92= Kevon the pair of hardened leather boots (0 def, 3 armour) =-92=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Con Changes resistances: +6% nature / +14% fire / +5% arcane / +7% cold Physical save: +6 (+3 eff.) Disarm immunity: +15% Only die when reaching: -80.00 life A pair of boots made of leather. |
Light source | void-walker's brass lantern of illusion void-walker's brass lantern of illusionPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes resistances: +5% cold / +6% temporal Physical save: +10 (+5 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+4 eff.) Light radius: +2 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +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. |
On head | Dagindil (3 def, 9 armour) =voidstalk= Dagindil (3 def, 9 armour) =voidstalk=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +3% Changes resistances: +15% light / +16% darkness Blindness immunity: +10% Poison immunity: +5% Stun/Freeze immunity: +15% Knockback immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
On hands | Ce'Narima (9 def, 9 armour) =main blind tele imm= Ce'Narima (9 def, 9 armour) =main blind tele imm=Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Reduces incoming crit damage: 15.00% Mental save: +8 (+3 eff.) Blindness immunity: +20% Teleport immunity: +20% Maximum life: +43.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | void yew wand of conjuration [power 205] (1/9 cooldown) void yew wand of conjuration [power 205] (1/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +3 Void Blast It can be used to fire a bolt of a random element with (base) damage 102 to 205, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Gyyakath the gold ring =dragon mule= Gyyakath the gold ring =dragon mule=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +1 Dex Changes resistances: +15% acid / +20% darkness / +10% lightning / +15% fire / +6% mind / +15% cold Changes resistances penetration: +10% mind Changes damage: +10% darkness Grants telepathy: Dragon Maximum encumbrance: +24 Rings can have magical properties. |
On fingers | steel ring of blight (+11%) steel ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
Around neck | Isutira =sp surge= Isutira =sp surge=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex / +1 Mag / +3 Wil Changes resistances penetration: +10% arcane Changes damage: +3% blight Spell save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Amulets can have magical properties. |
In main hand | void walker's yew vilestaff (120% power, 4 apr, blight element) void walker's yew vilestaff (120% power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +8% darkness / +5% temporal Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Defense after a teleport: +16 Resist all after a teleport: +7% New effects duration reduction after a teleport: +21% Reduces paradox anomalies(equivalent to willpower): +15 Staves designed for wielders of magic, by the greats of the art. |
Around waist | Mayyth =crit= Mayyth =crit=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Changes stats: +3 Mag / +4 Wil Changes resistances: +12% light / +9% fire Teleport immunity: +5% Spell crit. chance: +4% A belt that goes around your waist. |
In off hand | Samurim the stralite dagger (146% power, 9 apr) Samurim the stralite dagger (146% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 146% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +8 acid When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
Cloak | Lorukor the Vipervenom (3 def, 0 armour) Lorukor the Vipervenom (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +6 Defense: +3 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +5 Wil / +4 Cun / +5 Con Changes resistances: +9% darkness Changes resistances penetration: +10% nature Physical save: +13 (+6 eff.) Spell save: +10 (+3 eff.) Mental save: +19 (+6 eff.) Blindness immunity: +10% Stun/Freeze immunity: +10% Maximum life: +88.00 Maximum mana: +76.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rough leather armour of alacrity (1 def, 2 armour) rough leather armour of alacrity (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Inventory
movement infusion of the sneak (487% speed; 5 turns) movement infusion of the sneak (487% 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 487% 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 Cunning 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. |
lightning rune of the psychic (156 lightning damage) lightning rune of the psychic (156 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 51.93 to 155.80 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower 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. |
phase door rune of the warrior (range 9; power 23; dur 4) phase door rune of the warrior (range 9; power 23; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Magmaveil the steel amulet =+plague confusion= Magmaveil the steel amulet =+plague confusion=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% lightning / +3% fire / +6% mind Talent mastery: +0.15 Corruption / Plague Spell save: +9 (+3 eff.) Mental save: +13 (+4 eff.) Confusion immunity: +22% Mindpower: +13 (+5 eff.) Amulets can have magical properties. |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +1.20 Amulets can have magical properties. |
stabilizing copper amulet of magic (+3) stabilizing copper amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +12% temporal Pinning immunity: +21% Knockback immunity: +23% Amulets can have magical properties. |
steel amulet 'Hekalthodur' =mana reg= steel amulet 'Hekalthodur' =mana reg=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 mind Changes stats: +4 Dex / +3 Mag Changes resistances: +9% mind Changes resistances penetration: +25% mind Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +24.00 Amulets can have magical properties. |
Aerigavena the Barkstreak =orc= Aerigavena the Barkstreak =orc=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances: +6% nature Grants telepathy: Humanoid/Orc Mental save: +6 (+2 eff.) Equilibrium when hit: +0.08 Mindpower: +10 (+4 eff.) Rings can have magical properties. |
Islutha =stun= Islutha =stun=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% acid / +10% mind / +5% arcane Changes damage: +10% mind Reduces incoming crit damage: 15.00% Mental save: +20 (+7 eff.) Stun/Freeze immunity: +10% Rings can have magical properties. |
Xerytira the copper ring =mule= Xerytira the copper ring =mule=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: -4% Changes stats: +2 Dex Changes resistances penetration: +5% acid Maximum encumbrance: +21 Physical save: +3 (+1 eff.) Rings can have magical properties. |
copper ring of frost (+22%) copper ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Rings can have magical properties. |
mule's steel ring mule's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Rings can have magical properties. |
savior's gold ring of the mountain (+14%) savior's gold ring of the mountain (+14%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +14% physical Changes damage: +14% physical Physical save: +6 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +11 (+4 eff.) Rings can have magical properties. |
steel ring of sensing steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +25% Infravision radius: +3 See stealth: +9 See invisible: +9 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. warrior's gold ringwarrior's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings can have magical properties. |
wizard's gold ring of perseverance wizard's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+3 eff.) Stun/Freeze immunity: +31% Life regen: +1.40 Rings can have magical properties. |
Flashgash (101% power, 5 apr) =flashgash= Flashgash (101% power, 5 apr) =flashgash=Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +8 mind When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +3 Cun / +1 Wil Changes resistances penetration: +5% lightning Heals friendly targets nearby when you use a nature summon: +10 Sharp, short and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Power: 92% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 135.93 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Crystal Shard (113% power, 4 apr, physical element) Crystal Shard (113% 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. Power: 113% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+3 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 41 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. |
Silithra =regen dragon= Silithra =regen dragon=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Dex / +3 Cun / +3 Con Changes resistances: +9% mind Grants telepathy: Dragon Life regen: +0.90 See invisible: +6 Healing mod.: +11% A belt that goes around your waist. |
hardened leather belt 'Crackleraven' =mule noble= hardened leather belt 'Crackleraven' =mule noble=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Fatigue: -4% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 12 blight Changes resistances: +6% blight Reduced damage from: +15% Summoned Stealth bonus: +8 Maximum encumbrance: +23 A belt that goes around your waist. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 10 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. focusing cashmere robe of lightning (+15%) (2 def, 0 armour)focusing cashmere robe of lightning (+15%) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +15% lightning Changes damage: +10% lightning Mana each turn: +0.21 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belakira the pair of rough leather boots (0 def, 1 armour) =regen= Belakira the pair of rough leather boots (0 def, 1 armour) =regen=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 mind Changes resistances: +6% cold / +12% darkness / +9% temporal Spell save: +6 (+2 eff.) Life regen: +2.00 Healing mod.: +13% A pair of boots made of leather. |
Bethobeth (6 def, 9 armour) =-40 mule= Bethobeth (6 def, 9 armour) =-40 mule=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+4 eff.) Armour: +9 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: -3% Changes resistances: +9% acid Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots of rushing (0 def, 3 armour) pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +3 Con It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Kheluharatar (0 def, 1 armour) =track= Kheluharatar (0 def, 1 armour) =track=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +1 Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Cun Changes resistances: +6% darkness Changes damage: +15% mind Mental crit. chance: +4% Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.2 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Noonbraze' (0 def, 2 armour) =regen= dwarven-steel gauntlets 'Noonbraze' (0 def, 2 armour) =regen=Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +15% temporal / +3% light / +5% arcane Life regen: +4.10 Stamina each turn: +0.60 Psi each turn: +0.17 Metal gloves protecting the hands up to the middle of the lower arm. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 17 power out of 50/50) : Effective talent level: 2.0 Power cost: 17 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 33.41 to 100.23 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
rejuvenating drakeskin leather armour (5 def, 8 armour) =regen= rejuvenating drakeskin leather armour (5 def, 8 armour) =regen=Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Life regen: +5.20 Stamina each turn: +2.30 A suit of armour made of leather. |
6 agate 6 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. |
210 alchemist agate 210 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 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. |
7 aquamarine 7 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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. |
5 topaz 5 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 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
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 (69 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
quick dwarven-steel torque of clear mind [power 2] (1/8 cooldown) quick dwarven-steel torque of clear mind [power 2] (1/8 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 105] (1/18 cooldown) ash totem of healing [power 105] (1/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal a target within range 6 (based on Willpower) for 105, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of thorny skin [power 67] (1/27 cooldown) overpowered yew totem of thorny skin [power 67] (1/27 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 67 and armour hardiness by 50%, putting all charms on cooldown for 27 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
Xanugawe [power 69] (1/6 cooldown) =firewall= Xanugawe [power 69] (1/6 cooldown) =firewall=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +12% acid / +6% temporal Changes damage: +18% acid / +3% temporal Talent granted: +2 Void Blast It can be used to creates a wall of flames lasting 4 turns (dealing 69 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void elm wand of clairvoyance [power 9] (1/6 cooldown) void elm wand of clairvoyance [power 9] (1/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Talent granted: +2 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 9, power 69 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 power out of 22/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold 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. |
6 citrine 6 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. |
4 zircon 4 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. |
Achievements
By Vehayru the Ogre Reaver level 20
35th Pyre 123rd year of Ascendancy at 02:11 see stats
By Vehayru the Ogre Reaver level 10
69th Dusk 122nd year of Ascendancy at 01:35 see stats
By Vehayru the Ogre Reaver level 20
22nd Pyre 123rd year of Ascendancy at 18:03 see stats
By Vehayru the Ogre Reaver level 22
14th Dusk 123rd year of Ascendancy at 04:32 see stats
By Vehayru the Ogre Reaver level 9
6th Dusk 122nd year of Ascendancy at 13:24 see stats
By Vehayru the Ogre Reaver level 8
3rd Dusk 122nd year of Ascendancy at 05:33 see stats
By Vehayru the Ogre Reaver level 21
3rd Flare 123rd year of Ascendancy at 14:17 see stats
By Vehayru the Ogre Reaver level 24
29th Dusk 123rd year of Ascendancy at 18:25 see stats
By Vehayru the Ogre Reaver level 18
64th Regrowth 123rd year of Ascendancy at 00:20 see stats
Log
Talent Blood Lock is ready to use.
Poison from Giant spider hits Vehayru for (61 absorbed), 0 nature (0 total damage).
Vehayru's Void Blast hits War hound for 168 arcane damage.
Crimson ooze misses Vehayru.
War hound hits Vehayru for (149 absorbed), 0 physical (0 total damage).
Vehayru wears (replacing void elm wand of clairvoyance [power 9] (2/6 cooldown)): void yew wand of conjuration [power 205] (9 cooldown).
Giant spider uses Web.
Vehayru shrugs off the effect 'Pinned to the ground'!
Shadow hits Vehayru for (20 absorbed), 0 physical (0 total damage).
Weakness Disease from Vehayru hits War hound for 52 blight damage.
Siledheba the giant red ant summons a Ritch Flamespitter!
Siledheba the giant red ant's mind surges with critical power!
Siledheba the giant red ant's mind surges with critical power!
Golem (servant of Minotaur of the Labyrinth) hits Vehayru for (26 absorbed), 0 physical (0 total damage).
Vehayru is no longer pinned.
Vehayru stops being poisoned.
Vehayru is no longer out of phase.
Talent Drain is ready to use.
Talent Void Blast is ready to use.
Your shield crumbles under the damage!
The shield around Vehayru crumbles.
War hound hits Vehayru for (223 absorbed), 19 physical (19 total damage).
Vehayru deactivates Willful Tormenter.
Vehayru deactivates Overkill.
Vehayru deactivates Infestation.
Vehayru is no longer surging arcane power.
Vehayru deactivates Bone Shield.
Vehayru deactivates Blood Vengeance.