Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! 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. Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Berserker |
Level / Exp | 26 / 62% |
Size | medium |
Lifes / Deaths | Killed by Belivena the skeleton magus at level 26 on the 32nd Regrowth 123rd year of Ascendancy at 09:56 / 1 |
Primary Stats
Strength | 94 (base 57) |
Dexterity | 44 (base 34) |
Constitution | 52 (base 29) |
Magic | 25 (base 10) |
Willpower | 23 (base 10) |
Cunning | 25 (base 10) |
Resources
Life | -45/900 |
Stamina | 104/222 |
Healing Factor | 0.4943661971831 |
Regeneration | 1.9614211109103 |
Speed
Mental | +34.444444444444% |
Attack | 0% |
Movement | -5.5555555555555% |
Spell | 0% |
Global | +126.57417429821% |
Vision
Sight | 10 |
Lite | 4 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 204 |
Accuracy | 64 |
Crit Chance | 33% |
APR | 33 |
Speed | 0.74 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 66.4 (98.681318681319%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 30 |
Physical Save | 38 |
Spell Save | -15 |
Mental Save | -1 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 561% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 252 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.60 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
talent | Chant of Fortress |
talent | Berserker Rage |
detrimental effect | The target is on fire, taking 28.13 fire damage per turn. Burning |
detrimental effect | The target is cursed, taking 34.13 darkness damage per turn and preventing natural life regeneration. Curse of Death |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | The target is infected by a disease, doing 53.43 blight damage per turn and reducing healing received by 60%. EpidemicEach non-disease blight damage done to it will spread the disease. |
beneficial effect | Increases stamina regeneration by 16, movement and attack speed by 34%. Relentless Fury |
detrimental effect | The target is cursed, reducing defence and all saves by 35. Curse of Defenselessness |
beneficial effect | The target's combat attack is improved by 45. Attack |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | Increases global action speed by 26%. Speed |
beneficial effect | The target ignores pain, reducing all damage taken by 12%. Pain Suppression |
beneficial effect | The target is recovering 26 life each turn. Recovery |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by Gonn the black bear. Escort: repented thief (level 4 of Old Forest) | failed |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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's current energy level is: 19. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed orc heart. * You've found the needed vampire lord fang. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed length of troll intestine. * You've found the needed wretchling eyeball. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed skeleton mage skull. * You've found the needed bear paw. | 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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Sulfurtyphoon (0 def, 3 armour) Sulfurtyphoon (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% temporal / +12% darkness / +3% nature Changes resistances penetration: +12% darkness / +11% temporal Changes damage: +9% nature / +6% acid Spellpower: +4 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +12% New effects duration reduction after a teleport: +16% A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (73 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. Another of Garkul's heirlooms would bring out his spirit. 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 (+4 eff.) Spell save: +12 (+12 eff.) Mental save: +12 (+12 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | Darklady the voratun pickaxe (dig speed 14 turns) Darklady the voratun pickaxe (dig speed 14 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +18 Damage when hit (Melee): 8 darkness Changes stats: +10 Str / +4 Mag Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.04 Psi when hit: +0.12 Maximum mana: +41.00 Spell crit. chance: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.9 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Ulfobar' steel ring 'Ulfobar'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Changes stats: +5 Str / +2 Mag / +3 Cun / +5 Con Changes resistances: +3% lightning / +3% temporal Physical save: +12 (+4 eff.) Spell save: +7 (+7 eff.) Mental save: +6 (+6 eff.) Spellpower: +8 (+4 eff.) Rings can have magical properties. |
On fingers | Xessra the steel ring Xessra the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +5 Str / +5 Wil / +5 Cun / +6 Con Changes resistances: +22% lightning / +6% temporal / +3% mind Changes damage: +11% lightning Mindpower: +7 (+4 eff.) Rings can have magical properties. |
Around waist | Xyldabeth the hardened leather belt Xyldabeth the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Defense: +8 (+0 eff.) Damage when hit (Melee): 8 arcane Changes stats: +1 Mag Changes resistances: +7% cold / +7% fire Changes damage: +3% blight Physical save: +17 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +64.00 Maximum mana: +44.00 Maximum stamina: +35.00 Maximum hate: +10.00 Maximum psi: +25.00 Maximum vim: +23.00 Maximum pos.energy: +23.00 Maximum neg.energy: +20.00 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
In main hand | Glimmertrial (63-100.8 power, 3 apr) Glimmertrial (63-100.8 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 40% chance to blind * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +16 physical When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 physical Changes resistances penetration: +16% acid / +19% fire / +16% lightning / +16% cold Massive two-handed swords. This item has been sent to the Item's Vault. |
On hands | Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+5 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 30 power out of 4/30) : Effective talent level: 4.8 Power cost: 30 out of 4/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 45.99 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. This item has been sent to the Item's Vault. |
Main armor | Sootsun the dwarven-steel plate armour (5 def, 11 armour) Sootsun the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+0 eff.) Fatigue: +24% Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +6 Str Changes resistances: +18% lightning / +7% physical / +15% darkness Changes resistances penetration: +5% arcane / +5% darkness Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +41.00 Maximum mana: +20.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | Emymira the cashmere cloak (2 def, 0 armour) Emymira the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +5 Dex / +1 Wil / +2 Cun / +3 Con Changes resistances penetration: +5% arcane Changes damage: +15% arcane Talent mastery: +0.30 Technique / Combat training Spell save: -15 (-15 eff.) Stamina each turn: +0.60 Mana each turn: -0.26 Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Isata the steel amulet Isata the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +4 Con Changes resistances: +14% mind Changes damage: +6% acid Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Confusion immunity: +22% Life regen: +0.30 Stamina each turn: +0.50 Only die when reaching: -40.00 life Maximum life: +40.00 Movement speed: +10% Amulets can have magical properties. |
Inventory
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+13 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 15 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
This item will automatically be transmogrified when you leave the level. slime-covered steel battleaxe of massacre (31.5-47.25 power, 2 apr)slime-covered steel battleaxe of massacre (31.5-47.25 power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 31.5 - 47.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 10% Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Satyrspiker (38-60.8 power, 2 apr) Satyrspiker (38-60.8 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +19 mind Burst (radius 2) on crit: +8 nature / +10 fire When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +16 (+7 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +7% fire / +5% temporal Changes damage: +9% nature Disarm immunity: +39% Global speed: +2% Massive two-handed swords. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+1 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+4 eff.) Spell save: +10 (+10 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Betolaith the pair of dwarven-steel boots (0 def, 4 armour) Betolaith the pair of dwarven-steel boots (0 def, 4 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: +4 Fatigue: +3% Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% temporal Changes damage: +15% mind / +7% physical Spellpower: +9 (+5 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 241.96 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves 'Xanylrann' (0 def, 2 armour) hardened leather gloves 'Xanylrann' (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 light Changes stats: +2 Str Changes resistances: +6% light Changes damage: +4% light / +3% arcane Only die when reaching: -40.00 life Healing mod.: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blackking (0 def, 1 armour) Blackking (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +3% mind / +8% cold Changes resistances penetration: +10% darkness Allows you to breathe in: water Spell save: +6 (+6 eff.) A cap made of leather. |
Deepsmire the hardened leather cap (0 def, 3 armour) Deepsmire the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +8% nature Changes damage: +3% darkness Spell save: +31 (+31 eff.) Only die when reaching: -40.00 life Maximum life: +61.00 Healing mod.: +18% A cap made of leather. |
14 agate 14 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
389 alchemist agate 389 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. |
4 onyx 4 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. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 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 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Emilramira EmilramiraCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +4 Str / +1 Wil Changes resistances penetration: +10% all Light radius: +5 Infravision radius: +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
Obsidiantouch the dwarven-steel torque of kinetic psionic shield [power 75] (20 cooldown) Obsidiantouch the dwarven-steel torque of kinetic psionic shield [power 75] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% darkness Maximum wards: +2 physical / +2 mind / +3 darkness Changes damage: +12% acid Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 75 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
dwarven-steel torque of psychoportation 'Yvewyn' [power 39] (30 cooldown) dwarven-steel torque of psychoportation 'Yvewyn' [power 39] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Fatigue: -4% Changes stats: +1 Con Changes resistances penetration: +15% mind Talent cooldown: Telekinetic Blast (+10 turn) Talent granted: +5 Telekinetic Blast It can be used to teleport randomly (rad 39), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
ash totem of cure ailments 'Lightningbright' [power 2] (15 cooldown) ash totem of cure ailments 'Lightningbright' [power 2] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +12% blight Maximum wards: +2 acid / +1 nature / +2 light Changes resistances penetration: +5% lightning Changes damage: +3% lightning Talent granted: +1 Ward It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
Airsquall [power 11] (6 cooldown) Airsquall [power 11] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +5% lightning Changes damage: +3% lightning / +9% fire Talent granted: +3 Volcano It can be used to reveal the area around you, dispelling darkness (radius 11, power 49 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Xerida the Stupid the Shalore Berserker level 8
11st Dusk 122nd year of Ascendancy at 09:22 see stats
By Xerida the Stupid the Shalore Berserker level 21
44th Haze 122nd year of Ascendancy at 03:16 see stats
By Xerida the Stupid the Shalore Berserker level 24
9th Regrowth 123rd year of Ascendancy at 08:36 see stats
By Xerida the Stupid the Shalore Berserker level 26
31st Regrowth 123rd year of Ascendancy at 11:44 see stats
By Xerida the Stupid the Shalore Berserker level 26
18th Regrowth 123rd year of Ascendancy at 12:00 see stats
By Xerida the Stupid the Shalore Berserker level 10
20th Dusk 122nd year of Ascendancy at 14:17 see stats
By Xerida the Stupid the Shalore Berserker level 20
41st Haze 122nd year of Ascendancy at 20:14 see stats
By Xerida the Stupid the Shalore Berserker level 17
18th Haze 122nd year of Ascendancy at 09:32 see stats
By Xerida the Stupid the Shalore Berserker level 19
40th Haze 122nd year of Ascendancy at 00:21 see stats
By Xerida the Stupid the Shalore Berserker level 23
79th Haze 122nd year of Ascendancy at 00:34 see stats
By Xerida the Stupid the Shalore Berserker level 7
6th Dusk 122nd year of Ascendancy at 03:33 see stats
By Xerida the Stupid the Shalore Berserker level 11
26th Dusk 122nd year of Ascendancy at 22:36 see stats
By Xerida the Stupid the Shalore Berserker level 17
61st Dusk 122nd year of Ascendancy at 03:51 see stats
Log
Xerida the Stupid loses sight!
Berserker Rage's rage subsides!
Xerida the Stupid is unstoppable!
Layylranne the skeleton master archer hits Xerida the Stupid for (1 refused), 0 physical, (4 refused), 0 light, (3 refused), 0 fire, (4 refused), 0 light, (3 refused), 0 fire (0 total damage).
Belivena the skeleton magus's Living Lightning hits Xerida the Stupid for (29 refused), 0 lightning (0 total damage).
Xerida the Stupid hits Layylranne the skeleton master archer for 1 physical, 2 darkness, 3 arcane, 1 light, 1 physical, 2 darkness, 3 arcane, 1 light, 1 physical, 2 darkness, 3 arcane, 1 light, 1 physical, 2 darkness, 3 arcane, 1 light (36 total damage).
Xerida the Stupid uses Perfect Strike.
Xerida the Stupid aims carefully.
Xerida the Stupid hits Something for 9 cold damage.
Xerida the Stupid hits Something for 97 light, 2 acid, 6 physical, , , , , , 9 cold (117 total damage).
Xerida the Stupid hits Something for (5 absorbed), 0 cold (0 total damage).
Xerida the Stupid hits Something for 8 cold damage.
Xerida the Stupid is afflicted by an epidemic!
Xerida the Stupid is unstoppable!
Something hits Xerida the Stupid for (12 refused), 0 physical (0 total damage).
Xerida the Stupid hits Something for 1 physical, 2 darkness, 3 arcane, 1 light (8 total damage).
Xerida the Stupid is unstoppable!
Xerida the Stupid receives 175 healing from Unstoppable.
Curse of Death from Layylranne the skeleton master archer hits Xerida the Stupid for (20 refused), 0 darkness (0 total damage).
Bleeding from Layylranne the skeleton master archer hits Xerida the Stupid for (31 refused), 0 physical (0 total damage).
Epidemic from Belivena the skeleton magus hits Xerida the Stupid for (62 refused), 0 blight (0 total damage).
Xerida the Stupid uses Infusion: Healing.
Xerida the Stupid stops bleeding.
Xerida the Stupid receives 124 healing from Infusion: Healing.
Xerida the Stupid is on fire!
Something hits Xerida the Stupid for 65 fire damage.
Belivena the skeleton magus's Living Lightning hits Xerida the Stupid for 24 lightning damage.
Saving game...