Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Faster Run/Rest/Explore 1.0.4 zTome 1.0.4 Rest Tweaks (Rechargeables, Auto-use and More!) 1.0.4 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Ghoul |
Class | Adventurer |
Level / Exp | 20 / 87% |
Size | huge |
Lifes / Deaths | Killed by skeleton mage at level 20 on the 5th Dusk 122nd year of Ascendancy at 20:19 / 1 |
Primary Stats
Strength | 34 (base 17) |
Dexterity | 21 (base 12) |
Constitution | 19 (base 12) |
Magic | 48 (base 46) |
Willpower | 31 (base 33) |
Cunning | 10 (base 12) |
Resources
Mana | 23/219 |
Psi | 121/121 |
Vim | 86/86 |
Life | -39/735 |
Souls | 7/10 |
Healing Factor | 1 |
Regeneration | 0.95 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +83% |
Vision
Sight | 10 |
Lite | 0 |
Offense: Mainhand
Damage | 47 |
Accuracy | 30 |
Crit Chance | 4% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 24 |
Accuracy | 30 |
Crit Chance | 4% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 23.85 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +16% |
Physical | +11% |
Nature | +13% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 22.425 |
Ranged Defense | 22.425 |
Fatigue | 0 |
Physical Save | 33.775 |
Spell Save | 26.825 |
Mental Save | 28.675 |
Defense: Resistances
Acid | + 18%( 70%) |
Physical | + 29%( 70%) |
Cold | + 27%( 70%) |
All | + 15%( 70%) |
Lightning | + 35%( 70%) |
Darkness | + 42%( 70%) |
Arcane | + 19%( 70%) |
Fire | + 30%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Bleed Resistance | 100% |
Knockback Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 631% over 10 turns and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 140 damage for 4 turns. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Shadowflame | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Fire alchemy | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Psionic / Mental discipline | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Flame of Urh'Rok |
talent | Necrotic Aura |
talent | Shielding |
talent | Arcane Shield |
talent | Beyond the Flesh |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and the duration of all timed effects by 15%. Out of Phase |
Quests
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 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 Minotaur. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You may enter any two of the following zones. After entering the second one, the rest will disappear. Of trolls, echoes, and agesThe Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Elsewhere in the forest a gloomy aura has been set up. Things inside are... twisted. To the west lie the Trollmire and the haunted ruins of Kor'Pul. To the southwest are the Scintillating Caves, in which lie strange crystals imbued with Spellblaze energies. There are also rumours of a regenade Shaloren camp to the west of there. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 31. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 It is part of a set of items. The set is complete. When wielded/worn: Physical power: +10 Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 46.00 and knocking it back. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Light source | guard's brass lantern of health guard's brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 Maximum life: +41.00 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 | aegis linen wizard hat of decomposition (1 def, 0 armour) aegis linen wizard hat of decomposition (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +4% fire / +4% cold / +4% lightning / +4% acid Talent mastery: +0.10 Spell / Aegis Life regen: +0.70 Maximum life: +32.00 A pointy cloth hat, very wizardly... |
On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 15 power out of 3/18) : Effective talent level: 4.0 Power cost: 15 out of 3/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Tool | Fogblow of conjuration [power 145] (6 cooldown) Fogblow of conjuration [power 145] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% darkness / +9% lightning / +6% fire Changes resistances penetration: +5% darkness Changes damage: +6% darkness It can be used to fire a bolt of a random element (dam 72-145), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | warrior's steel ring of nature (+26%) warrior's steel ring of nature (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +26% nature Changes damage: +13% nature Rings can have magical properties. |
On fingers | marksman's gold ring of darkness (+20%) marksman's gold ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
Around neck | savior's gold amulet of dexterity (+2) savior's gold amulet of dexterity (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Dex Physical save: +5 Spell save: +6 Mental save: +5 Amulets can have magical properties. |
In main hand | icy dwarven-steel longsword of massacre (29.5-41.3 power, 4 apr) icy dwarven-steel longsword of massacre (29.5-41.3 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +11 ice Sharp, long, and deadly. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 It is part of a set of items. The set is complete. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | dwarven-steel longsword of corruption (25.5-35.7 power, 4 apr) dwarven-steel longsword of corruption (25.5-35.7 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +9 darkness / +7 blight Sharp, long, and deadly. |
Cloak | Aeremina (1 def, 0 armour) Aeremina (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Mag Changes resistances: +5% arcane Changes resistances penetration: +5% blight Spellpower: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | mindwoven linen robe of the mountain (+11%) (0 def, 0 armour) mindwoven linen robe of the mountain (+11%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Mindpower: +2 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 10 mind Damage when the wearer hits(ranged): 10 mind Mindpower: +10 These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of magic (+2) copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets can have magical properties. |
inertial steel amulet inertial steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Pinning immunity: +20% Stamina each turn: +0.40 Amulets can have magical properties. |
insulating gold amulet of mastery (0.19 Corruption / Plague) insulating gold amulet of mastery (0.19 Corruption / Plague)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% cold / +15% fire Talent mastery: +0.19 Corruption / Plague Amulets can have magical properties. |
Voidmark VoidmarkInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when the wearer is hit: 8 darkness Changes resistances: +3% light Changes resistances penetration: +10% darkness Changes damage: +6% darkness / +3% light Rings can have magical properties. |
marksman's gold ring of the mind (+14%) marksman's gold ring of the mind (+14%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Changes resistances: +14% mind Changes damage: +14% mind Rings can have magical properties. |
marksman's steel ring of blasting marksman's steel ring of blastingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Damage when the wearer hits(melee): 3 lightning / 7 physical Damage when the wearer is hit: 3 lightning / 3 physical Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring of darkness (+20%) steel ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
steel ring of lightning (+20%) steel ring of lightning (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
warrior's gold ring of light (+20%) warrior's gold ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. |
acidic steel battleaxe of crippling (19.5-29.25 power, 2 apr) acidic steel battleaxe of crippling (19.5-29.25 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +8 acid When wielded/worn: Physical crit. chance: +6.0% Massive two-handed battleaxes. |
balanced steel battleaxe of phasing (22.5-33.75 power, 10 apr) balanced steel battleaxe of phasing (22.5-33.75 power, 10 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +16% When wielded/worn: Accuracy: +6 Defense: +9 Massive two-handed battleaxes. |
hateful steel battleaxe of shearing (22-33 power, 2 apr) hateful steel battleaxe of shearing (22-33 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +6 darkness Damage against: +8% Humanoid When wielded/worn: Armour penetration: +6 Changes resistances penetration: +8% physical Changes damage: +6% physical Massive two-handed battleaxes. |
thunderous iron battleaxe of massacre (16-24 power, 1 apr) thunderous iron battleaxe of massacre (16-24 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Damage conversion: 30% lightning daze When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances penetration: +8% lightning Massive two-handed battleaxes. |
flaming steel dagger of the mystic (8.5-11.05 power, 6 apr) flaming steel dagger of the mystic (8.5-11.05 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 8.5 - 11.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +5 fire When wielded/worn: Changes stats: +1 Wil / +2 Mag Spellpower: +5 Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Blazepiety (10-15 power, 1 apr) Blazepiety (10-15 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 10.0 - 15.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +4 lightning When wielded/worn: Changes stats: +1 Dex / +1 Con Damage when the wearer is hit: 8 lightning Massive two-handed maul. |
Mardehek (26-39 power, 2 apr) Mardehek (26-39 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.0 - 39.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +2 Wil Changes resistances: +3% temporal Pinning immunity: +15% Massive two-handed maul. |
balanced steel greatsword of amnesia (19-30.4 power, 2 apr) balanced steel greatsword of amnesia (19-30.4 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 19.0 - 30.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to put talents on cooldown When wielded/worn: Accuracy: +8 Defense: +8 Damage when the wearer is hit: 8 mind Massive two-handed swords. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Attack speed: 75% Firing range: +9 When wielded/worn: Accuracy: +12 Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Eldoral Last Resort Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 70% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 Changes stats: +5 Cun Talent mastery: +0.20 Cunning / Survival Movement speed: +20% It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable.. |
Belurayawyn (20-24 power, 4 apr, temporal damage) Belurayawyn (20-24 power, 4 apr, temporal damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +8 blight When wielded/worn: Changes stats: +4 Cun Changes damage: +20% temporal Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Eclipse (18-21.6 power, 4 apr, darkness damage) Eclipse (18-21.6 power, 4 apr, darkness damage)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Darkness Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% physical / +15% temporal / +15% darkness / +15% light Talents cooldown: Twilight (-1 turn) Firebeam (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
mindwoven linen robe of frost (+15%) (0 def, 0 armour) mindwoven linen robe of frost (+15%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% cold Changes damage: +10% cold Mindpower: +2 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ashtaint (0 def, 1 armour) Ashtaint (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Changes stats: +1 Str Changes resistances: +6% fire Maximum life: +30.00 A pair of boots made of leather. |
miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour) miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +2 Ranged Defense: +3 Fatigue: +1% A pair of boots made of leather. |
cinder rough leather gloves of dexterity (+2) (0 def, 1 armour) cinder rough leather gloves of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 5 fire Changes resistances: +5% fire Changes damage: +4% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+3) (0 def, 1 armour) rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +3 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of magic (+3) (0 def, 1 armour) steady iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Physical save: +6 Mental save: +6 Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Burning Pain (8 def, 0 armour) Crown of Burning Pain (8 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +8 Fatigue: +4% Changes stats: +3 Cun / +3 Wil Changes resistances: +20% fire Changes damage: +20% fire It can be used to activate talent Meteor Rain (costing 38 power out of 50/50) : Effective talent level: 2.0 Power cost: 38 out of 50/50. Range: 5.00 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 86.37 fire and 95.88 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possess a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Sunkarma (1 def, 0 armour) Sunkarma (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Damage when the wearer hits(melee): 4 fire Damage when the wearer is hit: 4 fire Changes resistances: +9% fire / +6% blight A pointy cloth hat, very wizardly... |
champion's iron helm (0 def, 3 armour) champion's iron helm (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +2 Wil Mental save: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing iron helm of strength (+3) (0 def, 3 armour) cleansing iron helm of strength (+3) (0 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +5% nature / +6% blight 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. dwarven-steel helm (0 def, 4 armour)dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating dwarven-steel helm of dexterity (+4) (0 def, 4 armour) insulating dwarven-steel helm of dexterity (+4) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex Changes resistances: +7% cold / +8% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of constitution (+3) (0 def, 3 armour) insulating iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +5% cold / +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spellwoven linen wizard hat of willpower (+2) (1 def, 0 armour) spellwoven linen wizard hat of willpower (+2) (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil Spellpower: +3 Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour) stabilizing rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Physical save: +6 A cap made of leather. |
fearforged steel mail armour (2 def, 6 armour) fearforged steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +20% Changes stats: +6 Con Changes resistances: -12% light / +6% darkness / +6% fire Physical save: +6 Spell save: +6 Mental save: +6 A suit of armour made of mail. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
2 opal 2 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 Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Rod of Recall (400/400) Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport to a distant place, costing 1 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
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% Gems can be sold for money or used in arcane rituals. |
Ce'Nuna of conjuration [power 151] (6 cooldown) Ce'Nuna of conjuration [power 151] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +1 Changes stats: +2 Con Damage when the wearer hits(melee): 2 physical Changes resistances: +6% light Disease immunity: +5% It can be used to fire a bolt of a random element (dam 76-151), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded yew wand of lightning [power 144] (6 cooldown) warded yew wand of lightning [power 144] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +2 fire / +2 cold / +2 lightning / +3 blight / +2 temporal Talent granted: +1 Ward It can be used to fire a beam of lightning (dam 48-144), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 3 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% Gems can be sold for money or used in arcane rituals. |
ametrine 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% Gems can be sold for money or used in arcane rituals. |
zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By zCaptain the Ghoul Adventurer level 13
3rd Summertide 122nd year of Ascendancy at 09:34 see stats
By zCaptain the Ghoul Adventurer level 13
3rd Summertide 122nd year of Ascendancy at 10:55 see stats
By zCaptain the Ghoul Adventurer level 10
7th Mirth 122nd year of Ascendancy at 13:05 see stats
By zCaptain the Ghoul Adventurer level 20
3rd Dusk 122nd year of Ascendancy at 11:43 see stats
By zCaptain the Ghoul Adventurer level 14
1st Flare 122nd year of Ascendancy at 17:04 see stats
By zCaptain the Ghoul Adventurer level 13
3rd Summertide 122nd year of Ascendancy at 09:34 see stats
By zCaptain the Ghoul Adventurer level 13
3rd Summertide 122nd year of Ascendancy at 09:34 see stats
Log
ZCaptain killed ghast!
ZCaptain hits skeleton master archer for 42 fire damage.
ZCaptain hits skeleton archer for 43 fire damage.
Barrow wight hits zCaptain for 0 cold damage.
Barrow wight hits ghast for 19 cold damage.
Barrow wight hits skeleton master archer for 18 cold damage.
Barrow wight hits skeleton archer for 19 cold damage.
Skeleton archer seems less powerful.
ZCaptain shrugs off the effect 'Slow'!
Skeleton master archer hits zCaptain for 0 physical, 0 nature, 0 blight damage (total 0.00).
Skeleton master archer uses Reload.
Barrow wight casts Lightning.
Skeleton archer uses Reload.
Barrow wight hits skeleton master archer for 141 lightning damage.
Barrow wight hits zCaptain for 0 lightning damage.
Barrow wight hits skeleton mage for 141 lightning damage.
ZCaptain hits skeleton master archer for 32 fire damage.
Your shield crumbles under the damage!
The shield around zCaptain crumbles.
ZCaptain hits skeleton master archer for 36 fire damage.
ZCaptain killed skeleton master archer!
ZCaptain hits skeleton archer for 36 fire damage.
ZCaptain killed skeleton archer!
Barrow wight hits skeleton archer for 19 cold damage.
Barrow wight hits zCaptain for 12 cold damage.
ZCaptain stops surging mana.
ZCaptain hits skeleton mage for 59 physical damage.
Skeleton mage casts Flame.
Saving game...