Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Shared Stash 1.4.8About: After half a day diving in documentations and source code of other addons (original Items Vault included) this is what I managed to put together. Shared Stash features: From Russia with love. Changelog: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! "Save" Talent/Stat Points 1.4.0A tweak to the Minimalist UI, allowing you to right-click on the level-up marker to mark your current unspent points as "saved". Saved points use distinct level-up indicators, allowing you to easily visually distinguish between points you want to spend now and points you want to spend later. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Ashes of Urh'Rok 1.4.0Official 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:
Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Items Vault 1.4.8Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 20 / 49% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 12 on the 17th Dusk 122nd year of Ascendancy at 23:09 2 / 3Killed by Grand Corruptor at level 18 on the 62nd Haze 122nd year of Ascendancy at 21:25 Killed by venom wyrm at level 20 on the 62nd Regrowth 123rd year of Ascendancy at 02:47 |
Primary Stats
| Strength | 78 (base 45) |
| Dexterity | 13 (base 10) |
| Constitution | 41 (base 11) |
| Magic | 40 (base 40) |
| Willpower | 19 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | 714/718 |
| Positive | 76/87 |
| Healing Factor | 0.88 |
| Regeneration | 2.508 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 24 |
| Crit Chance | 2% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 93.4 (100%) |
| Defense | 28 |
| Ranged Defense | 32 |
| Fatigue | 33 |
| Physical Save | 54 |
| Spell Save | 30 |
| Mental Save | 10 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 27% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Disarm Resistance | 5% |
| Bleed Resistance | 100% |
| Silence Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 158 damage for 4 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 300 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Retribution |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by rattlesnake. Escort: injured seer (level 5 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by shadow. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Constitution 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 54. | 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 has completed an elixir of avoidance without your aid. Stire 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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed xorn fragment. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 |
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. | active |
Equipment
| On feet | Coalraider (0 def, 10 armour) Coalraider (0 def, 10 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes stats: +2 Cun / +2 Dex Changes resistances penetration: +15% darkness Changes damage: +3% nature / +6% darkness Silence immunity: +23% Confusion immunity: +27% Stun/Freeze immunity: +28% Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Willowradiance WillowradianceCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Changes damage: +6% nature / +3% temporal Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Tyrim (0 def, 3 armour) Tyrim (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 Str Changes resistances: +6% blight / +3% temporal Disarm immunity: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | warded stralite torque of psychoportation [power 39] (30 cooldown) warded stralite torque of psychoportation [power 39] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +2 physical / +2 mind / +3 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 39), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Samogrim the stralite ring Samogrim the stralite ringInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -4% Changes resistances: +52% acid / +3% physical Changes damage: +26% acid Reduces incoming crit damage: 5.00% Physical save: +9 (+3 eff.) Spell save: +20 (+10 eff.) Life regen: +1.00 Maximum life: +78.00 Healing mod.: +18% Rings can have magical properties. |
| Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Emara the Airzeal (28.5-39.9 power, 4 apr) Emara the Airzeal (28.5-39.9 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 13% chance to inflict damage reduction * 13% chance to corrode armour * 20% chance to curse the target Burst (radius 1) on hit: +10 fire When wielded/worn: Effects on melee hit: * 10% chance to disease Changes resistances: +6% blight / +6% lightning Changes resistances penetration: +9% acid / +5% lightning / +20% blight Life regen: +1.60 Blunt and deadly. |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 29.61 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| In off hand | Layerebeth the dwarven-steel shield (8 def, 2 armour, 28.5-34.2 power, 73 block) Layerebeth the dwarven-steel shield (8 def, 2 armour, 28.5-34.2 power, 73 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +73 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +13 temporal / +13 fire When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage when hit (Melee): 18 fire / 12 temporal Changes stats: +4 Str Changes resistances: +13% temporal / +13% fire Maximum wards: +2 lightning / +4 temporal / +2 blight / +2 fire / +3 cold Changes damage: +3% temporal Talents granted: +1 Ward +3 Block Light radius: +3 Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (330) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
| Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+3 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 77.42 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. This item has been sent to the Item's Vault. |
| Main armor | Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)Requires: - Strength 44 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+10 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+11 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
heroism infusion (+5 for 9 turns, die at -185) heroism infusion (+5 for 9 turns, die at -185)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -185 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. gold amuletgold amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. Vargh RedemptionVargh Redemption Infused 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 9.69 cold and 10.66 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
This item will automatically be transmogrified when you leave the level. Zubann the stralite ringZubann the stralite ring Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Physical power: +20 (+5 eff.) Fatigue: -4% Changes stats: +1 Con Changes damage: +6% all Spell save: +14 (+7 eff.) Blindness immunity: +32% Maximum stamina: +22.00 Spellpower: +13 (+6 eff.) Mindpower: +11 (+5 eff.) Infravision radius: +5 See stealth: +15 See invisible: +17 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe (32-48 power, 2 apr)dwarven-steel battleaxe (32-48 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. arcing steel dagger of projection (12-15.6 power, 6 apr)arcing steel dagger of projection (12-15.6 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning / +7 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger (13-16.9 power, 6 apr)steel dagger (13-16.9 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic steel mace of massacre (19.5-27.3 power, 3 apr)acidic steel mace of massacre (19.5-27.3 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace of massacre (19-26.6 power, 3 apr)steel mace of massacre (19-26.6 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. thorny mindstar of frost (8.5-9.35 power, 24 apr, mind damage)thorny mindstar of frost (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +6 Damage when hit (Melee): 5 ice Changes resistances: +4% cold Changes resistances penetration: +7% cold Changes damage: +7% cold Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. Hare-Skin SlingHare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+5 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. 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. |
This item will automatically be transmogrified when you leave the level. mighty cured leather sling of firemighty cured leather sling of fire Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +5 fire When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +2 Str Changes damage: +11% fire Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. earthen ash vilestaff of might (15-18 power, 3 apr, blight element)earthen ash vilestaff of might (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +4% Changes damage: +15% blight Talent granted: +1 Command Staff Physical save: +4 (+1 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe (19.5-27.3 power, 4 apr)dwarven-steel waraxe (19.5-27.3 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. insidious steel waraxe (13-18.2 power, 3 apr)insidious steel waraxe (13-18.2 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +16 insidious poison One-handed war axes. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. Wind's Whisper (4 def, 0 armour)Wind's Whisper (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.2 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 18% chance to completely evade them and granting you 6 defense for 7 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of cold resistance (3 def, 6 armour)hardened leather armour of cold resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +19% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced steel shield of radiance (6 def, 7 armour, 15-18 power, 77.5 block)reinforced steel shield of radiance (6 def, 7 armour, 15-18 power, 77.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +78 Damage (Melee): +13 light When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 12% chance to blind Changes stats: +2 Mag / +3 Con Changes resistances: +12% light Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. steel shield of radiance (6 def, 2 armour, 13.5-16.2 power, 42 block)steel shield of radiance (6 def, 2 armour, 13.5-16.2 power, 42 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 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: +42 Damage (Melee): +11 light When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 11% chance to blind Changes stats: +2 Mag / +4 Con Changes resistances: +11% light Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Hurydil the quiver of ash arrows (12/18, 22.5-31.5 power, 11 apr)Hurydil the quiver of ash arrows (12/18, 22.5-31.5 power, 11 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 22.5 - 31.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +11 Physical crit. chance: +9.5% Capacity: 18 On weapon hit: * 20% chance to gain 10% of a turn * 40% chance to corrode armour On weapon crit: * cripple the target * splashes the target with acid Travel speed: +200% Damage (Ranged): +17 acid / +8 temporal Burst (radius 2) on crit: +8 acid Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows (20/20, 20.5-28.7 power, 7 apr)quiver of ash arrows (20/20, 20.5-28.7 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
197 alchemist agate 197 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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 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. |
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. Elenyrogund (0/18, 31.5-37.8 power, 3 apr)Elenyrogund (0/18, 31.5-37.8 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 18 On weapon hit: * 40% chance to cause random gloom * 40% chance to disease * 10% chance to crush the target On weapon crit: * wounds the target Damage (Ranged): +9 gravity / +21 bleed Burst (radius 1) on hit: +24 blight Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. deadly pouch of steel shots of wind (24/24, 28-33.6 power, 2 apr)deadly pouch of steel shots of wind (24/24, 28-33.6 power, 2 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 28.0 - 33.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 24 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. ash totem of thorny skin [power 25] (20 cooldown)ash totem of thorny skin [power 25] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Digraf the Undying the Ghoul Sun Paladin level 13
31st Dusk 122nd year of Ascendancy at 11:47 see stats
Exterminator
Killed 1000 creatures.By Digraf the Undying the Ghoul Sun Paladin level 16
19th Haze 122nd year of Ascendancy at 15:14 see stats
Fear me not!
Survived the Fearscape!By Digraf the Undying the Ghoul Sun Paladin level 12
25th Dusk 122nd year of Ascendancy at 13:15 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Digraf the Undying the Ghoul Sun Paladin level 16
19th Haze 122nd year of Ascendancy at 22:28 see stats
Level 10
Got a character to level 10.By Digraf the Undying the Ghoul Sun Paladin level 10
10th Flare 122nd year of Ascendancy at 04:31 see stats
Level 20
Got a character to level 20.By Digraf the Undying the Ghoul Sun Paladin level 20
61st Regrowth 123rd year of Ascendancy at 05:21 see stats
The Arena
Unlocked Arena mode.By Digraf the Undying the Ghoul Sun Paladin level 10
10th Flare 122nd year of Ascendancy at 06:16 see stats
The secret city
Discovered the truth about mages.By Digraf the Undying the Ghoul Sun Paladin level 19
9th Allure 123rd year of Ascendancy at 19:25 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Digraf the Undying the Ghoul Sun Paladin level 13
43rd Dusk 122nd year of Ascendancy at 13:55 see stats
Log
Digraf the Undying deactivates Weapon of Light.
Digraf the Undying deactivates Shield of Light.
The illusion covering Digraf the Undying disappears.
Digraf the Undying deactivates Weapon of Wrath.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Venom wyrm killed Digraf the Undying!
Saving done.
Digraf the Undying activates Retribution.
Talent Barrier is ready to use.
Talent Rune: Shielding is ready to use.
There is a The entry to the old tower of Dreadfell here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Resting starts...
Talent Weapon of Wrath is ready to use.
Talent Weapon of Light is ready to use.
Talent Shield of Light is ready to use.
Talent Rune: Reflection Shield is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Second Life is ready to use.
Rested for 38 turns (stop reason: all resources and life at maximum).
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Retribution
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Digraf the Undying deactivates Retribution.
