Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Randboss Rando 1.3.1Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
| Campaign | Maj'Eyal |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Superhuman |
| Class | Skirmisher |
| Level / Exp | 17 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Bethyra the red crystal at level 16 on the 15th Dusk 122nd year of Ascendancy at 19:10 / 1 |
Primary Stats
| Strength | 35 (base 16) |
| Dexterity | 53 (base 43) |
| Constitution | 42 (base 25) |
| Magic | 20 (base 10) |
| Willpower | 26 (base 11) |
| Cunning | 39 (base 29) |
Resources
| Life | 138/902 |
| Mana | 262/296 |
| Stamina | 4/198 |
| Equilibrium | 20 |
| Healing Factor | 1.1 |
| Regeneration | 6.3799999999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +210.1595839699% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 8 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 63 |
| Crit Chance | 28% |
| APR | 1 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26.9 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 47.56 (88.454810495627%) |
| Defense | 50.546883884284 |
| Ranged Defense | 50.546883884284 |
| Fatigue | 29.363551592912 |
| Physical Save | 27.85 |
| Spell Save | 22.425 |
| Mental Save | 25.75 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 250 damage for 25 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a 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 Constitution stat. |
Class Talents
| Cunning / Poisons | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.50 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Called Shots | 1.50 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 0.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Acrobatics | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Deadly Poison |
| talent | Pace Yourself |
| talent | Trained Reactions |
| talent | Elemental Harmony |
| talent | Bombardment |
| detrimental effect | The target is on fire, taking 13.94 fire damage per turn. Burning |
| beneficial effect | The target is surrounded by a magical shield, absorbing 190/250 damage nil before it crumbles. Damage Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Increases global speed by 22%. Elemental Harmony |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Huge cut that bleeds, doing 0.00 physical damage per turn. Bleeding |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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.' | 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 |
Equipment
| On feet | Layakira the Blindbrand (0 def, 3 armour) Layakira the Blindbrand (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal / +3% darkness / +6% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | deadly pouch of iron shots of accuracy (19/19, 20.5-24.6 power, 1 apr) deadly pouch of iron shots of accuracy (19/19, 20.5-24.6 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 20.5 - 24.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (78 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Xanuvena the Noonwilder (0 def, 4 armour) Xanuvena the Noonwilder (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Effects on melee hit: * 30% chance to blind Stamina each turn: +0.20 Light radius: +1 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets of strength (+2) (0 def, 1 armour) iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +2 Str Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's copper ring of perseverance warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con 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 12.70 cold and 11.04 physical damage (based on Willpower) each turn and knocking opponents back, costing 52 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | copper amulet 'Xemina' copper amulet 'Xemina'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +10% mind Confusion immunity: +24% Light radius: +3 Amulets can have magical properties. |
| In main hand | Airvault the cured leather sling Airvault the cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * 40% chance to daze When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +1 Str Changes damage: +3% lightning Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Gorynarilar the Scaldsteel Gorynarilar the ScaldsteelCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Changes resistances: +3% fire Stealth bonus: +6 Light radius: +3 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 25-35 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 25-35 power, 60 block)Requires: - Cunning 25 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 25.0 - 35.0 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 (+3 eff.) Fatigue: +14% 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 | Vorann the linen cloak (1 def, 0 armour) Vorann the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Con Maximum life: +32.00 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Gyba' (4 def, 9 armour) steel plate armour 'Gyba' (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +16% lightning Equilibrium when hit: +0.12 Mental crit. chance: +1% See invisible: +3 A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level. shielding rune of the wizard (absorb 110 for 3 turns)shielding rune of the wizard (absorb 110 for 3 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 110 damage for 3 turns. Its effects scale with your Magic 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. |
This item will automatically be transmogrified when you leave the level. vision rune of the psychic (radius 8; dur 16; see dragon)vision rune of the psychic (radius 8; dur 16; see dragon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 15) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any dragon around. 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. |
This item will automatically be transmogrified when you leave the level. Camundur the steel battleaxe (23-34.5 power, 2 apr)Camundur the steel battleaxe (23-34.5 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.0 - 34.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour Damage (Melee): +8 acid / +9 darkness Damage against: +7% Living When wielded/worn: Mental save: +6 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel battleaxe 'Aerusekira' (22-33 power, 2 apr)steel battleaxe 'Aerusekira' (22-33 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stat: 120% Str Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 cold When wielded/worn: Changes resistances: +3% mind Blindness immunity: +10% Stun/Freeze immunity: +10% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Boltbreacher the steel dagger (11-14.3 power, 6 apr)Boltbreacher the steel dagger (11-14.3 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 lightning When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +4 (+1 eff.) Effects on melee hit: * 15% chance to daze Changes stats: +1 Con Disarm immunity: +24% Life regen: +0.20 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Lavatorrent (12-15.6 power, 6 apr)Lavatorrent (12-15.6 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Dex, 45% Str Damage type: Fire Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +6 (+2 eff.) Damage when hit (Melee): 16 acid / 8 fire Disarm immunity: +17% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Dourstrike the iron mace (12-16.8 power, 2 apr)Dourstrike the iron mace (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 cold When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +5% darkness Changes damage: +3% darkness / +9% temporal Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Tugorn (16-22.4 power, 3 apr)Tugorn (16-22.4 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Mental save: +18 (+9 eff.) Only die when reaching: -40.00 life Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Burnprophet the rough leather slingBurnprophet the rough leather sling Requires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Burst (radius 1) on hit: +2 fire When wielded/worn: Effects on ranged hit: * 5 arcane resource burn Changes stats: +1 Cun / +3 Wil Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.10 Wild-gift / Antimagic Mindpower: +7 (+4 eff.) Mental crit. chance: +1% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Chargebliss (13-18.2 power, 3 apr)Chargebliss (13-18.2 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +10 nature / +12 lightning Burst (radius 1) on hit: +8 lightning When wielded/worn: Changes resistances penetration: +5% lightning One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Islawe the steel waraxe (13.5-18.9 power, 3 apr)Islawe the steel waraxe (13.5-18.9 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 mind Burst (radius 1) on hit: +4 mind When wielded/worn: Changes stats: +2 Cun Equilibrium when hit: +0.04 Psi when hit: +0.04 Maximum hate: +4.00 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Polysessra (1 def, 0 armour)Polysessra (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun Changes resistances: +11% nature / +11% blight Life regen: +1.20 Equilibrium when hit: +0.12 Maximum psi: +20.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Filthshear the iron gauntlets (0 def, 1 armour)Filthshear the iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Con Changes resistances: +3% nature / +5% arcane Changes resistances penetration: +5% nature Physical save: +11 (+6 eff.) Spell save: +7 (+4 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +23% It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 26 power out of 30/30) : Effective talent level: 3.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 18.03 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
grounding rough leather cap of constitution (+3) (0 def, 1 armour) grounding rough leather cap of constitution (+3) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +5% lightning / +6% temporal A cap made of leather. |
This item will automatically be transmogrified when you leave the level. iron helm (0 def, 3 armour)iron helm (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Elinor the Duskradiance (2 def, 4 armour)Elinor the Duskradiance (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 8 darkness Changes damage: +6% mind Grants telepathy: Dragon Mental save: +6 (+3 eff.) Life regen: +3.50 Healing mod.: +14% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Flowerpall (2 def, 11 armour)Flowerpall (2 def, 11 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +17% fire / +3% nature / +11% physical Changes resistances penetration: +10% nature Changes damage: +3% nature A suit of armour made of leather. |
cleansing cured leather armour of lightning resistance (2 def, 4 armour) cleansing cured leather armour of lightning resistance (2 def, 4 armour)Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +18% lightning / +11% nature / +12% blight A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. steel plate armour of clarity (4 def, 9 armour)steel plate armour of clarity (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes resistances: +6% mind Mental save: +12 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. Aryyakath (6 def, 2 armour, 13.5-16.2 power, 38.5 block)Aryyakath (6 def, 2 armour, 13.5-16.2 power, 38.5 block) Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.5 - 16.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 Damage against: +5% Dragon When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +19% lightning / +2% physical Changes resistances penetration: +10% physical Talent granted: +2 Block Handheld deflection devices. |
79 alchemist agate 79 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Brightwrest the brass lanternBrightwrest the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +2 Con Changes resistances: +6% blight Changes resistances penetration: +5% acid / +10% fire Life regen: +1.30 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. |
This item will automatically be transmogrified when you leave the level. brass lantern 'Urthirach'brass lantern 'Urthirach' Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes stats: +1 Dex Physical save: +6 (+3 eff.) Stamina each turn: +0.60 Light radius: +2 Healing mod.: +22% 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. |
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. |
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used as an alchemist bomb: Additional 45 fire burn damage 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 174 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. |
This item will automatically be transmogrified when you leave the level. deadly pouch of steel shots (19/19, 29-34.8 power, 2 apr)deadly pouch of steel shots (19/19, 29-34.8 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 29.0 - 34.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. iron torque of thermal psionic shield 'Yaroduhek' [power 27] (18 cooldown)iron torque of thermal psionic shield 'Yaroduhek' [power 27] (18 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +2 Wil / +2 Con Maximum wards: +2 physical / +2 mind / +2 darkness Talent granted: +1 Ward Light radius: +1 Infravision radius: +1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Level 10 (Exploration mode)
Got a character to level 10.By sdf the Superhuman Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 06:27 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By sdf the Superhuman Skirmisher level 12
3rd Summertide 122nd year of Ascendancy at 04:43 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By sdf the Superhuman Skirmisher level 6
79th Pyre 122nd year of Ascendancy at 06:02 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By sdf the Superhuman Skirmisher level 13
10th Flare 122nd year of Ascendancy at 21:41 see stats
Log
Sdf stops regenerating health quickly.
Talent Rune: Shielding is ready to use.
Burning from Xerylrath the red crystal hits sdf for 10 fire damage.
Bleeding from Salera the hornet swarm hits sdf for 0 physical damage.
Sdf casts Rune: Shielding.
A shield forms around sdf.
Rune: Shielding is still on cooldown for 15 turns.
Rune: Shielding is still on cooldown for 15 turns.
Rune: Shielding is still on cooldown for 15 turns.
War hound loses sight!
War hound is poisoned!
sdf hits War hound for 32 physical, (32 total damage).
War hound misses sdf.
Salera the hornet swarm is confused and fails to use Dirty Fighting.
Xerylrath the red crystal is no longer pinned.
Zubuwyn the multi-hued crystal returns to normal.
Shadow misses sdf.
Ritch flamespitter spits flames!
Ritch flamespitter hits sdf for (60 absorbed), 0 fire (0 total damage).
Poison from Sdf hits War hound for 13 nature damage.
The shield around sdf crumbles.
Sdf deactivates Trained Reactions.
Sdf deactivates Elemental Harmony.
Sdf stops burning.
Sdf stops bleeding.
Sdf deactivates Bombardment.
Sdf deactivates Pace Yourself.
Sdf deactivates Deadly Poison.
