Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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:
ZOmnibus Addon Pack 1.2.0Combines 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: Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 36 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 30 on the 51st Regrowth 123rd year of Ascendancy at 22:55 / 2Killed by Doomed Shade of Quetzalcoatl at level 36 on the 6th Mirth 123rd year of Ascendancy at 11:17 |
Primary Stats
| Strength | 20 (base 13) |
| Dexterity | 81 (base 60) |
| Constitution | 42 (base 28) |
| Magic | 27 (base 13) |
| Willpower | 32 (base 18) |
| Cunning | 79 (base 48) |
Resources
| Life | -87/1027 |
| Positive | 0/155 |
| Stamina | 8/250 |
| Equilibrium | 0 |
| Healing Factor | 1.13 |
| Regeneration | 1.7515000000002 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 10 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 129 |
| Accuracy | 64 |
| Crit Chance | 59% |
| APR | 21 |
| Speed | 0.80 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14.75 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 27 (30%) |
| Defense | 39.425 |
| Ranged Defense | 42.95 |
| Fatigue | 20 |
| Physical Save | 26.85 |
| Spell Save | 26.325 |
| Mental Save | 35.425 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 32% |
| Silence Resistance | 27% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 47% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 405 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 8 turns. While Heroism is active, you will only die when reaching -777 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. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 21 with a minimum range of 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 347 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Called Shots | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Trapping | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Acrobatics | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Counter Shot |
| talent | Trained Reactions |
| talent | Bombardment |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | The target is recovering 21 life each turn. Recovery |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +1. | done |
You failed to protect the lost sun paladin from death by Prox the Mighty. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by warg. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Cunning by +1. | 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 320. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed wretchling eyeball. * You've found the needed storm wyrm claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed bloated horror heart. * You've found the needed sandworm tooth. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of voratun boots of strife (0 def, 5 armour) undeterred pair of voratun boots of strife (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Wil / +4 Con Changes resistances penetration: +8% physical Silence immunity: +27% Confusion immunity: +47% Stun/Freeze immunity: +32% Mindpower: +4 It can be used to activate talent Blindside, placing all other charms into a 19 cooldown : Effective talent level: 1.0 Power cost: 19 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | icy pouch of stralite shots of crippling (4/19, 43.5-52.2 power, 5 apr) icy pouch of stralite shots of crippling (4/19, 43.5-52.2 power, 5 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +13.5% Capacity: 19 On weapon crit: * cripple the target Damage (Ranged): +8 cold Shots are used with slings to pummel your foes to death. |
| Light source | bright alchemist's lamp of health bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +55.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | dwarven-steel gauntlets of dispersion (0 def, 2 armour) dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 arcane Changes stats: +5 Wil / +5 Mag Changes resistances: +4% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | telekinetic stralite torque of psychoportation [power 39] (2/23 cooldown) telekinetic stralite torque of psychoportation [power 39] (2/23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast It can be used to teleport randomly (rad 39), placing all other charms into a 23 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | sneakthief's stralite ring of power sneakthief's stralite ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 Physical power: +9 Changes stats: +6 Cun / +8 Dex Spellpower: +12 Mindpower: +8 Rings can have magical properties. |
| On fingers | sneakthief's gold ring of life sneakthief's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 Changes stats: +4 Cun / +5 Dex Life regen: +0.50 Maximum life: +59.00 Healing mod.: +13% Rings can have magical properties. |
| Around neck | wanderer's gold amulet of murder wanderer's gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +6 Physical crit. chance: +4.0% Fatigue: -6% Changes stats: +4 Dex / +5 Cun / +5 Con Critical mult.: +12.00% Life regen: +0.80 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
| In main hand | throat-seeking reinforced leather sling of true flight throat-seeking reinforced leather sling of true flightRequires: - Dexterity 35 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +5 nature When wielded/worn: Accuracy: +12 Physical crit. chance: +8.0% Changes resistances penetration: +7% nature Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Globrekira the drakeskin leather belt Globrekira the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Changes stats: +5 Cun / +4 Dex Changes resistances penetration: +10% mind Changes damage: +3% temporal Grants telepathy: Demon/Minor Demon/Major Mental crit. chance: +15% A belt that goes around your waist. |
| In off hand | living stralite shield of resilience (10 def, 2 armour, 47 dam, 139 block) living stralite shield of resilience (10 def, 2 armour, 47 dam, 139 block)Requires: - Cunning 35 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +139 Damage (Melee): +13 nature When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage when hit (Melee): 16 nature Changes resistances: +17% nature / +11% blight Talent granted: +4 Block Maximum life: +134.00 Handheld deflection devices. |
| Cloak | Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 21 power out of 14/28) : Effective talent level: 2.2 Power cost: 21 out of 14/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 48.25 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
wild infusion of the psychic (resist 21%; cure mental) wild infusion of the psychic (resist 21%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 21% for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+16 for 10 turns, die at -762) heroism infusion of the sneak (+16 for 10 turns, die at -762)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: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 10 turns. While Heroism is active, you will only die when reaching -762 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. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+9 for 9 turns, die at -405) heroism infusion of the wizard (+9 for 9 turns, die at -405)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: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 9 turns. While Heroism is active, you will only die when reaching -405 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. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 280 for 4 turns) shielding rune of the titan (absorb 280 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 280 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 7) controlled phase door rune of the titan (range 7)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 7. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
This item will automatically be transmogrified when you leave the level. acidic stralite battleaxe of vileness (44-66 power, 3 apr)acidic stralite battleaxe of vileness (44-66 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 21% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +31 blight Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
This item will automatically be transmogrified when you leave the level. quick stralite mace of ruin (34.5-48.3 power, 5 apr)quick stralite mace of ruin (34.5-48.3 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 111% When wielded/worn: Accuracy: +9 Armour penetration: +7 Physical crit. chance: +9.0% Changes stats: +5 Dex Critical mult.: +14.00% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. balanced voratun mace of erosion (46-64.4 power, 6 apr)balanced voratun mace of erosion (46-64.4 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 nature / +8 temporal When wielded/worn: Accuracy: +11 Defense: +10 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. surging elven-wood magestaff of illumination (25-30 power, 5 apr, fire element)surging elven-wood magestaff of illumination (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +11 Effects on melee hit: * 10% chance to blind Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +12 Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 46.65 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. void walker's elven-wood magestaff of protection (25-30 power, 5 apr, cold element)void walker's elven-wood magestaff of protection (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +8% temporal / +12% cold Changes damage: +25% cold Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Defense after a teleport: +8 Resist all after a teleport: +9% New effects duration reduction after a teleport: +26% Reduces paradox failures(equivalent to willpower): +41 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff of blasting (30-36 power, 6 apr, acid element)dragonbone vilestaff of blasting (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% acid Talent granted: +1 Command Staff Spellpower: +22 Spell crit. chance: +14% It can be used to project damage in a circle from the staff, placing all other charms into a 8 cooldown. Staves designed for wielders of magic, by the greats of the art. |
blazebringer's hardened leather sling of true flight blazebringer's hardened leather sling of true flightRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +5 fire When wielded/worn: Accuracy: +7 Physical crit. chance: +7.0% Changes resistances penetration: +7% fire Global speed: +2% Slings are used to hurl stones or metal shots at your foes. |
steady reinforced leather sling of true flight steady reinforced leather sling of true flightRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +18 Physical crit. chance: +9.0% Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Erelagen the drakeskin leather sling Erelagen the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to disease When wielded/worn: Changes stats: +6 Dex Changes resistances: +9% blight Changes damage: +9% mind Slings are used to hurl stones or metal shots at your foes. |
Hathesus HathesusCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 Critical mult.: +12.00% Reduces incoming crit damage: 5.00% Mental save: +3 Blindness immunity: +10% Pinning immunity: +20% A belt that goes around your waist. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 23 power out of 30/30) : Effective talent level: 3.0 Power cost: 23 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 12.68 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
This item will automatically be transmogrified when you leave the level. voratun plate armour of the dragon (9 def, 16 armour)voratun plate armour of the dragon (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +1 Str / +3 Con Changes resistances: +9% acid / +11% physical / +9% fire / +12% cold / +9% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +28% Stun/Freeze immunity: +21% Knockback immunity: +25% A suit of armour made of metal plates. |
6 quartz 6 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. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
dwarven lantern 'Malaruildir' dwarven lantern 'Malaruildir'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2 Mag Critical mult.: +10.00% Mental save: +8 Maximum mana: +20.00 Light radius: +4 See stealth: +13 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 19 power out of 25/25) : Effective talent level: 2.0 Power cost: 19 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 51.90 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 51.90 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
dwarven-steel pickaxe of Reknor (dig speed 14 turns) dwarven-steel pickaxe of Reknor (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +8% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 152 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. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Quetzalcoatl the Cornac Skirmisher level 30
47th Regrowth 123rd year of Ascendancy at 06:39 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Quetzalcoatl the Cornac Skirmisher level 21
59th Haze 122nd year of Ascendancy at 02:29 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Quetzalcoatl the Cornac Skirmisher level 35
33rd Pyre 123rd year of Ascendancy at 16:49 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Quetzalcoatl the Cornac Skirmisher level 33
29th Pyre 123rd year of Ascendancy at 23:57 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Quetzalcoatl the Cornac Skirmisher level 30
52nd Regrowth 123rd year of Ascendancy at 06:45 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Quetzalcoatl the Cornac Skirmisher level 24
10th Allure 123rd year of Ascendancy at 04:06 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Quetzalcoatl the Cornac Skirmisher level 10
12nd Dusk 122nd year of Ascendancy at 03:38 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Quetzalcoatl the Cornac Skirmisher level 32
10th Pyre 123rd year of Ascendancy at 23:27 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Quetzalcoatl the Cornac Skirmisher level 18
29th Haze 122nd year of Ascendancy at 00:10 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Quetzalcoatl the Cornac Skirmisher level 17
13rd Haze 122nd year of Ascendancy at 12:22 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Quetzalcoatl the Cornac Skirmisher level 20
48th Haze 122nd year of Ascendancy at 03:25 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Quetzalcoatl the Cornac Skirmisher level 21
59th Haze 122nd year of Ascendancy at 03:08 see stats
Level 10 (Roguelike)
Got a character to level 10.By Quetzalcoatl the Cornac Skirmisher level 10
5th Mirth 122nd year of Ascendancy at 13:52 see stats
Level 20 (Roguelike)
Got a character to level 20.By Quetzalcoatl the Cornac Skirmisher level 20
31st Haze 122nd year of Ascendancy at 00:55 see stats
Level 30 (Roguelike)
Got a character to level 30.By Quetzalcoatl the Cornac Skirmisher level 30
43rd Regrowth 123rd year of Ascendancy at 06:08 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By Quetzalcoatl the Cornac Skirmisher level 31
1st Time of Balance 123rd year of Ascendancy at 01:22 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Quetzalcoatl the Cornac Skirmisher level 12
42nd Dusk 122nd year of Ascendancy at 18:05 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Quetzalcoatl the Cornac Skirmisher level 25
5th Regrowth 123rd year of Ascendancy at 05:31 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Quetzalcoatl the Cornac Skirmisher level 26
36th Regrowth 123rd year of Ascendancy at 02:44 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Quetzalcoatl the Cornac Skirmisher level 18
26th Haze 122nd year of Ascendancy at 20:26 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Quetzalcoatl the Cornac Skirmisher level 33
11st Pyre 123rd year of Ascendancy at 00:48 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Quetzalcoatl the Cornac Skirmisher level 10
6th Flare 122nd year of Ascendancy at 18:27 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Quetzalcoatl the Cornac Skirmisher level 21
59th Haze 122nd year of Ascendancy at 02:29 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Quetzalcoatl the Cornac Skirmisher level 31
71st Regrowth 123rd year of Ascendancy at 00:37 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Quetzalcoatl the Cornac Skirmisher level 12
32nd Dusk 122nd year of Ascendancy at 09:27 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Quetzalcoatl the Cornac Skirmisher level 31
70th Regrowth 123rd year of Ascendancy at 10:47 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Quetzalcoatl the Cornac Skirmisher level 31
52nd Regrowth 123rd year of Ascendancy at 12:49 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Quetzalcoatl the Cornac Skirmisher level 22
4th Decay 122nd year of Ascendancy at 08:41 see stats
Unstoppable (Roguelike)
Returned from the dead.By Quetzalcoatl the Cornac Skirmisher level 30
51st Regrowth 123rd year of Ascendancy at 22:55 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Quetzalcoatl the Cornac Skirmisher level 29
43rd Regrowth 123rd year of Ascendancy at 04:20 see stats
Log
Talent Block is ready to use.
Talent Kneecapper is ready to use.
Talent Catapult Trap is ready to use.
Talent Explosion Trap is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Swift Shot is ready to use.
Talent Flash Bang Trap is ready to use.
Talent Dig is ready to use.
Talent Infusion: Regeneration is ready to use.
Quetzalcoatl receives 24 healing.
Quetzalcoatl hits Shadow for 16 nature damage.
Shadow hits Quetzalcoatl for 37 physical damage.
Doomed Shade of Quetzalcoatl has finished recovering.
Carrion worm mass's blight area effect hits Shadow for 8 blight damage.
Carrion worm mass's blight area effect hits Doomed Shade of Quetzalcoatl for 8 blight damage.
Carrion worm mass's blight area effect hits Quetzalcoatl for 8 blight damage.
Doomed Shade of Quetzalcoatl uses Disarming Trap.
Doomed Shade of Quetzalcoatl's Manathrust has been disrupted by anti-magic forces!
Quetzalcoatl hits Doomed Shade of Quetzalcoatl for 12 nature damage.
Doomed Shade of Quetzalcoatl hits Quetzalcoatl for 29 physical, 4 arcane, 3 arcane (36 total damage).
Quetzalcoatl receives 24 healing.
Quetzalcoatl hits Shadow for 16 nature damage.
Shadow hits Quetzalcoatl for 37 physical damage.
Carrion worm mass's blight area effect hits Shadow for 8 blight damage.
Carrion worm mass's blight area effect hits Doomed Shade of Quetzalcoatl for 8 blight damage.
Carrion worm mass's blight area effect hits Quetzalcoatl for 8 blight damage.
Doomed Shade of Quetzalcoatl uses Vital Shot.
Doomed Shade of Quetzalcoatl performs a ranged critical strike against Quetzalcoatl!
Quetzalcoatl shrugs off the critical damage!
Saving game...
