Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Steamtech UI 1.1.4 Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. ZOmnibus Addon Pack 1.7.4Combines 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 21 / 27% |
Size | medium |
Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 8 on the 2nd Profit 122nd year of Ascendancy at 05:54 4 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 55 (base 49) |
Dexterity | 35 (base 35) |
Constitution | 51 (base 48) |
Magic | 8 (base 10) |
Willpower | 39 (base 36) |
Cunning | 16 (base 14) |
Resources
Life | 756/756 |
Stamina | 162/162 |
Equilibrium | 0 |
Healing Factor | 1.384031695018 |
Regeneration | 18.188465499713 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
See Stealth | 32.989687335918 |
See Invisible | 32.989687335918 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 118 |
Accuracy | 75 |
Crit Chance | 40% |
APR | 25 |
Speed | 1.11 |
Offense: Spell
Spellpower | 10.5 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +30% |
Lightning | +27% |
Light | +15% |
All | +5% |
Offense: Damage Penetration
Physical | +7% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 36.439316153795 (99.144649573057%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 15 |
Physical Save | 41 |
Spell Save | 30 |
Mental Save | 26 |
Defense: Resistances
Acid | + 55%( 70%) |
Blight | + 24%( 70%) |
Physical | + 25%( 70%) |
Cold | + 30%( 70%) |
All | + 20%( 70%) |
Lightning | + 55%( 70%) |
Light | + 44%( 70%) |
Temporal | + 24%( 70%) |
Fire | + 44%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Inscriptions (5/5)
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 369 life over 5 turns. Its effects scale with your Strength stat. |
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: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 714% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Two-handed assault | 1.90 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Bloodthirst | 1.45 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.45 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.90 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Precise Strikes |
Quests
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed ice ant stinger. * You've found the needed snow giant kidney. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | insulating pair of iron boots (0 def, 3 armour) insulating pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial =FUS= Summertide Phial =FUS=1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | insulating linen wizard hat of corrosion (+16%) (1 def, 0 armour) =ACID Fire Cold= insulating linen wizard hat of corrosion (+16%) (1 def, 0 armour) =ACID Fire Cold=2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Defense +1 (+0 eff.) Resistance +16% acid +6% fire +6% cold A pointy cloth hat, very wizardly... |
Tool | powerful dwarven-steel torque of mindblast [power 210] (15 cooldown) powerful dwarven-steel torque of mindblast [power 210] (15 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 220 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | voratun ring 'Charlord' voratun ring 'Charlord'0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Physical Power +12 (+3 eff.) Spellpower +14 (+4 eff.) Mindpower +12 (+6 eff.) Damage +14% acid +22% lightning +5% all Ignore resists +10% fire When Hit 2 lightning defense ------ Resistance +28% acid +18% fire +38% lightning Rings make your fingers look great! |
On fingers | savior's steel ring of perseverance =FUS!= savior's steel ring of perseverance =FUS!=0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Life Regen +3.00 Stun Resist +20% Rings make your fingers look great! |
Around waist | grounding rough leather belt of recklessness grounding rough leather belt of recklessness1.0 Encumbrance T1 belt armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +3.0% Critical power +5.00% Physical Power +3 (+1 eff.) defense ------ Resistance +6% lightning +5% temporal A belt that goes around your waist. |
In main hand | dwarven-steel battleaxe 'Earorerath' (139% power, 2 apr) dwarven-steel battleaxe 'Earorerath' (139% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Master Weapon Damage 139% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +2 Str offense ------ Critical power +20.00% Ignore resists +7% physical Accuracy +41 (+9 eff.) Ignore Armor +7 defense ------ Armor +8 Massive two-handed battleaxes. |
On hands | iron gauntlets of butchering (0 def, 1 armour) =FUS= iron gauntlets of butchering (0 def, 1 armour) =FUS=1.5 Encumbrance T1 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +5 (+1 eff.) Accuracy +5 (+2 eff.) Ignore Armor +6 defense ------ Armor +1 Fatigue +1% Resistance +5% blight Spell save +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | rejuvenating steel mail armour of stability (2 def, 6 armour) =Fus= rejuvenating steel mail armour of stability (2 def, 6 armour) =Fus=14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% physical Physical save +12 (+4 eff.) Life Regen +2.20 other ------- Stamina/turn +0.90 A suit of armour made of mail. |
Cloak | murderer's cashmere cloak (2 def, 0 armour) murderer's cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex offense ------ Accuracy +4 (+1 eff.) Ignore Armor +3 defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet of perfection (0.15 Technique / Conditioning,0.15 Technique / Bloodthirst) gold amulet of perfection (0.15 Technique / Conditioning,0.15 Technique / Bloodthirst)0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.15 Technique/Conditioning +0.15 Technique/Bloodthirst Amulets make your neck look great! |
Inventory
healing infusion (heal 40; cd 10) healing infusion (heal 40; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
insulating steel amulet of cunning (+3) =Cun Hot&Cold= insulating steel amulet of cunning (+3) =Cun Hot&Cold=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +10% fire +10% cold Amulets make your neck look great! |
stabilizing steel amulet of mastery (0.11 Technique / Warcries) =Temp= stabilizing steel amulet of mastery (0.11 Technique / Warcries) =Temp=0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +20% other ------- Masteries +0.11 Technique/Warcries Amulets make your neck look great! |
steel amulet steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet 'Glintnight' =Crit Phys Light= steel amulet 'Glintnight' =Crit Phys Light=0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Damage +6% light Ignore resists +15% light When Hit 10 light defense ------ Resistance +7% physical Physical save +6 (+2 eff.) other ------- Stamina/turn +0.40 Light +3 Amulets make your neck look great! |
Yaragrim Yaragrim0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% acid defense ------ Resistance +20% acid +15% darkness Life +20.00 Poison Resist +20% Knockbk Resist +10% Rings make your fingers look great! |
steel ring steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
titan's steel ring of corrosion (+22%) =Acid= titan's steel ring of corrosion (+22%) =Acid=0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% acid defense ------ Resistance +22% acid Physical save +4 (+1 eff.) Rings make your fingers look great! |
titan's steel ring of lightning (+24%) =Shock= titan's steel ring of lightning (+24%) =Shock=0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +12% lightning defense ------ Resistance +24% lightning Physical save +6 (+2 eff.) Rings make your fingers look great! |
gold ring gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
cruel ash magestaff (111% power, 3 apr, lightning element) cruel ash magestaff (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +10.00% Spellpower +6 (+2 eff.) Damage +15% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff (111% power, 3 apr, physical element) cruel ash starstaff (111% power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +10.00% Spellpower +6 (+2 eff.) Damage +15% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew magestaff of warding (120% power, 4 apr, arcane element) earthen yew magestaff of warding (120% power, 4 apr, arcane element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% arcane defense ------ Armor +7 Hardiness +4% Defense +4 (+2 eff.) Physical save +3 (+1 eff.) other ------- Wards +2 arcane Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron greatmaul of crippling (118% power, 1 apr) iron greatmaul of crippling (118% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego+] Master Weapon Damage 119% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Massive two-handed mauls. |
steel greatsword (122% power, 2 apr) steel greatsword (122% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Normal] Weapon Damage 122% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. |
arcing iron dagger of daylight (98% power, 5 apr) arcing iron dagger of daylight (98% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 99% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 light Damage Against +6% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
ash longbow of fire ash longbow of fire4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +9 fire While equipped: offense ------ Damage +17% fire Longbows are used to shoot arrows at your foes. |
ranger's hardened leather sling of cold ranger's hardened leather sling of cold4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +8 cold While equipped: Stats +2 Dex offense ------ Damage +10% cold Slings are used to hurl stones or metal shots at your foes. |
quiver of ash arrows (21/21, 116% power, 7 apr) quiver of ash arrows (21/21, 116% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Normal] Weapon Damage 116% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 21 Arrows are used with bows to pierce your foes to death. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of darkness (+15%) (0 def, 0 armour) mindwoven woollen robe of darkness (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +10% darkness defense ------ Resistance +15% darkness +9% all Mind save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Sootbreacher' (0 def, 0 armour) woollen robe 'Sootbreacher' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: Stats +3 Cun offense ------ Critical power +11.00% Damage +3% darkness Ignore resists +20% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Resistance +3% darkness +6% mind +9% all other ------- Hate-on-crit +3.00 Psi-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aryrin the Furnacekin (0 def, 9 armour) Aryrin the Furnacekin (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Rare] Psionic While equipped: offense ------ Damage +6% blight When Hit 6 fire defense ------ Armor +9 Fatigue +22% Resistance +9% blight +6% fire +6% mind +6% lightning Mind save +14 (+7 eff.) A suit of armour made of metal plates. |
linen cloak of battle (1 def, 0 armour) linen cloak of battle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+0 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
pair of rough leather boots 'Tundraveil' (0 def, 1 armour) =FUS Carry= pair of rough leather boots 'Tundraveil' (0 def, 1 armour) =FUS Carry=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% cold defense ------ Armor +1 Fatigue -4% Resistance +3% acid +5% arcane +9% darkness Physical save +6 (+2 eff.) Spell save +3 (+1 eff.) other ------- Encumbrance +23 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm rough leather gloves of strength (+2) (0 def, 1 armour) =Storm= storm rough leather gloves of strength (+2) (0 def, 1 armour) =Storm=1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 7 lightning Damage +4% lightning defense ------ Armor +1 Resistance +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
augmenting cashmere wizard hat (2 def, 0 armour) augmenting cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +3% acid +3% lightning +5% fire +5% arcane +8% cold defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
bladed rough leather cap of might (0 def, 1 armour) =FUS= bladed rough leather cap of might (0 def, 1 armour) =FUS=2.0 Encumbrance T1 head armor [Ego++] Master While equipped: Stats +6 Str +2 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 133.2 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
miner's iron helm of constitution (+2) (0 def, 4 armour) =Infra= miner's iron helm of constitution (+2) (0 def, 4 armour) =Infra=3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +4 Fatigue +5% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 opal 2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
amethyst amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
bright brass lantern of clarity =SPOT= bright brass lantern of clarity =SPOT=2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +5 (+3 eff.) other ------- Light +5 See Stealth +5 See Invis +6 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. |
Rungof's Fang =KEEP IN INVENTORY!= Rungof's Fang =KEEP IN INVENTORY!=1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
dwarven-steel torque of gale force [power 215] (15 cooldown) dwarven-steel torque of gale force [power 215] (15 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 226 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered yew totem of thorny skin [power 68] (29 cooldown) overpowered yew totem of thorny skin [power 68] (29 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 68 and armour hardiness by 50% Puts all charms on 29 turn cooldown Natural totems are made by powerful wilders to store nature power. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature 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. |
Achievements
By Zigge Zquoog the Dwarf Berserker level 19
3rd Shortage 122nd year of Ascendancy at 19:19 see stats
By Zigge Zquoog the Dwarf Berserker level 15
35th Dearth 122nd year of Ascendancy at 15:00 see stats
By Zigge Zquoog the Dwarf Berserker level 20
2nd Iron 123rd year of Ascendancy at 00:14 see stats
By Zigge Zquoog the Dwarf Berserker level 10
3rd Profit 122nd year of Ascendancy at 19:32 see stats
By Zigge Zquoog the Dwarf Berserker level 20
11st Shortage 122nd year of Ascendancy at 21:32 see stats
By Zigge Zquoog the Dwarf Berserker level 17
10th Loss 122nd year of Ascendancy at 06:17 see stats
By Zigge Zquoog the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 08:05 see stats
By Zigge Zquoog the Dwarf Berserker level 7
31st Voratun 122nd year of Ascendancy at 21:42 see stats
Log
Zigge Zquoog uses Fearless Cleave.
Snow giant is dazed!
Zigge Zquoog hits Snow giant for 149 physical, 15 light (164 total damage).
Snow giant feels pain again.
Snow giant misses Zigge Zquoog.
Zigge Zquoog performs a melee critical strike against Snow giant!
Snow giant is not dazed anymore.
You collect a new ingredient: snow giant kidney (1).
Zigge Zquoog's blood frenzy intensifies!
Zigge Zquoog hits Snow giant for 277 physical damage.
Zigge Zquoog killed Snow giant!
Zigge Zquoog slows down.
Berserker Rage's rage subsides!
You pickup 0.75 gold pieces.
Zigge Zquoog's skin returns to normal.
Talent Stunning Blow is ready to use.
Resting starts...
Rested for 6 turns (stop reason: all resources and life at maximum).
Resting starts...
Zigge Zquoog no longer revels in blood quite so much.
Talent Resilience of the Dwarves is ready to use.
Talent Blinding Speed is ready to use.
Rested for 40 turns (stop reason: all resources and life at maximum).