Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
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. 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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: Items Vault 1.3.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Thalore |
Class | Berserker |
Level / Exp | 24 / 53% |
Size | medium |
Lifes / Deaths | Killed by Betuletha the skeleton warrior at level 24 on the 63rd Haze 122nd year of Ascendancy at 23:52 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 66 (base 54) |
Dexterity | 38 (base 20) |
Constitution | 35 (base 27) |
Magic | 8 (base 10) |
Willpower | 36 (base 23) |
Cunning | 17 (base 10) |
Resources
Life | -50/799 |
Stamina | 75/225 |
Equilibrium | 0 |
Healing Factor | 1.12 |
Regeneration | 11.611652613664 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 130 |
Accuracy | 56 |
Crit Chance | 40% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 27.5 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 29.92 (81.030927835052%) |
Defense | 34.9 |
Ranged Defense | 34.9 |
Fatigue | 22 |
Physical Save | 30.675 |
Spell Save | 36.2 |
Mental Save | 24.775 |
Defense: Resistances
All | + 17%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 33% |
Stun Resistance | 100% |
Inscriptions (4/4)
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 magical or physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. |
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 291 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 523% 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 Dexterity stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
talent | Berserker Rage |
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 blinded, unable to see anything. Blinded |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
beneficial effect | Increases critical hit chance by 31%. Berserker Rage |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | You gain 7% resistance against fire. Resolve |
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 grave | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the lost warrior from death by Bilsh the Root. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * '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.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed chunk of ghoul flesh. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed minotaur nose. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' 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 bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
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 | Eilinulaith the pair of hardened leather boots (12 def, 3 armour) Eilinulaith the pair of hardened leather boots (12 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Fatigue: +3% Changes stats: +4 Cun / +3 Dex Changes resistances: +6% acid / +8% fire / +8% cold Spell save: +18 (+7 eff.) Infravision radius: +2 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 26% chance to completely evade them and granting you 14 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | Obsidianfurnace ObsidianfurnaceInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Dex / +2 Con Changes resistances: +3% all Changes resistances penetration: +10% darkness Spell save: +7 (+4 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Glowmaim (0 def, 3 armour) Glowmaim (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to blind Changes stats: +3 Str / +3 Dex Changes resistances: +9% cold Changes damage: +9% light Allows you to breathe in: water Light radius: +2 A cap made of leather. |
Tool | dwarven-steel torque of psychoportation 'Haluzilakor' [power 36] (30 cooldown) dwarven-steel torque of psychoportation 'Haluzilakor' [power 36] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances: +9% acid Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast Damage Shield penetration: +20% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to teleport randomly (rad 36), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Sunbrawn the steel ring Sunbrawn the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +10% fire Changes damage: +3% arcane / +3% fire Spell save: +12 (+5 eff.) Maximum stamina: +11.00 Rings can have magical properties. |
On fingers | rogue's copper ring of pilfering rogue's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +7 Defense: +12 (+6 eff.) Changes stats: +2 Cun It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around waist | Bogpain BogpainInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Con Changes resistances: +5% arcane Changes resistances penetration: +5% nature Changes damage: +3% arcane Stealth bonus: +7 Mental save: +5 (+2 eff.) Maximum life: +42.00 Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
In main hand | Eclipsesnake (37-59.2 power, 2 apr) Eclipsesnake (37-59.2 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 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: * 25% chance to remove a magical effect Damage (Melee): +43 nature / +29 temporal Burst (radius 1) on hit: +4 light / +8 darkness When wielded/worn: Changes damage: +3% darkness Light radius: +3 Massive two-handed swords. |
On hands | 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 2/24) : Effective talent level: 2.0 Power cost: 24 out of 2/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 217.44 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. |
Main armor | rejuvenating steel plate armour of Eyal (4 def, 9 armour) rejuvenating steel plate armour of Eyal (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Life regen: +5.50 Stamina each turn: +0.50 Maximum life: +42.00 Healing mod.: +12% A suit of armour made of metal plates. |
Cloak | Strikewisp (2 def, 0 armour) Strikewisp (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +2 (+1 eff.) Changes stats: +1 Dex Changes resistances: +3% lightning Reduces incoming crit damage: 15.00% Maximum life: +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet 'Dawnstoker' gold amulet 'Dawnstoker'Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 16 light Changes stats: +7 Str / +7 Dex / +6 Wil / +1 Cun Changes resistances: +17% nature / +17% blight Grants telepathy: Demon/Minor Demon/Major Poison immunity: +33% Disease immunity: +26% Life regen: +1.20 Amulets can have magical properties. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
Blackstriker the gold amulet Blackstriker the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 12 darkness Changes resistances: +15% fire / +6% darkness / +15% cold Only die when reaching: -20.00 life Maximum stamina: +5.00 Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 181 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Stormstalker StormstalkerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 lightning / 4 light Changes stats: +4 Cun Changes resistances: +3% lightning Light radius: +1 Amulets can have magical properties. |
clarifying steel amulet of dexterity (+4) clarifying steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +11% mind Confusion immunity: +20% Amulets can have magical properties. |
steel amulet 'Yviriatta' steel amulet 'Yviriatta'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +7 Wil Changes resistances: +3% light Disease immunity: +10% Amulets can have magical properties. |
Lelatar the steel ring Lelatar the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Str / +3 Con Grants telepathy: Dragon Physical save: +6 (+3 eff.) Rings can have magical properties. |
dwarven-steel battleaxe 'Nerelaith' (33.5-50.25 power, 2 apr) dwarven-steel battleaxe 'Nerelaith' (33.5-50.25 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.3 Uses stat: 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +16 (+7 eff.) Changes stats: +2 Dex Maximum encumbrance: +10 Disarm immunity: +28% Only die when reaching: -20.00 life Maximum life: +20.00 Maximum stamina: +5.00 Massive two-handed battleaxes. |
thunderous dwarven-steel battleaxe of amnesia (29-43.5 power, 2 apr) thunderous dwarven-steel battleaxe of amnesia (29-43.5 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 12% chance to daze * 25% chance to put talents on cooldown When wielded/worn: Changes stats: +5 Str / +2 Dex / +3 Mag / +5 Wil / +3 Cun / +2 Con Changes resistances penetration: +10% lightning Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Issentir the Glarerigor (21.5-30.1 power, 3 apr)Issentir the Glarerigor (21.5-30.1 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind Burst (radius 1) on hit: +4 lightning When wielded/worn: Damage when hit (Melee): 8 light Changes damage: +6% light Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Aronaribers the hardened leather beltAronaribers the hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Changes resistances: +12% acid Physical save: +6 (+3 eff.) Maximum stamina: +15.00 It can be used to create a temporary shield that absorbs 215 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
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. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+6 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
rough leather belt 'Voroldama' rough leather belt 'Voroldama'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Changes resistances: +1% physical Stealth bonus: +5 Teleport immunity: +5% Only die when reaching: -60.00 life A belt that goes around your waist. |
cashmere cloak 'Brenuroddaleg' (12 def, 0 armour) cashmere cloak 'Brenuroddaleg' (12 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +1.0% Defense: +12 (+6 eff.) Changes stats: +1 Str / +3 Con Physical save: +10 (+5 eff.) Life regen: +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (7 def, 0 armour) enveloping linen cloak of Iron Throne (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +2 Str / +2 Con Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Dazzlesaw' (7 def, 0 armour) linen cloak 'Dazzlesaw' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances penetration: +5% light Physical save: +6 (+3 eff.) Spell save: +3 (+2 eff.) Disarm immunity: +15% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gumina (0 def, 3 armour) Gumina (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +13 Physical crit. chance: +3.0% Physical power: +17 (+4 eff.) Armour: +3 Changes stats: +4 Str / +7 Dex / +5 Cun Mana each turn: +0.29 Maximum stamina: +10.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +9% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.3 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 199% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Harubers the dwarven-steel gauntlets (0 def, 9 armour) Harubers the dwarven-steel gauntlets (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +9 Damage (Melee): 9 physical Changes stats: +2 Con Changes damage: +6% physical Only die when reaching: -40.00 life Metal gloves protecting the hands up to the middle of the lower arm. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+8 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 16% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 11%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
hardened leather cap 'Duvinik' (0 def, 3 armour) hardened leather cap 'Duvinik' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +3 Str Changes resistances: +8% cold / +9% fire Only die when reaching: -40.00 life A cap made of leather. |
hardened leather cap of constitution (+4) (0 def, 3 armour) hardened leather cap of constitution (+4) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Con A cap made of leather. |
Hanyrig the Singeblood (5 def, 16 armour) Hanyrig the Singeblood (5 def, 16 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +16 Defense: +5 (+2 eff.) Fatigue: +24% Changes resistances: +26% blight / +12% fire / +25% nature / +9% lightning Changes damage: +6% fire Reduced damage from: +9% Unnatural A suit of armour made of metal plates. |
radiant iron plate armour of the deep (3 def, 8 armour) radiant iron plate armour of the deep (3 def, 8 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +20% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +10% blight / +6% cold / +10% darkness / +5% acid Allows you to breathe in: water Light radius: +1 A suit of armour made of metal plates. |
254 alchemist agate 254 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. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 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. |
13 topaz 13 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's dwarven-steel pickaxe (dig speed 23 turns) sapper's dwarven-steel pickaxe (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +2 Str / +1 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 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 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (92 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Glitterfiend' alchemist's lamp 'Glitterfiend'Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 4 light / 4 darkness Changes stats: +6 Cun Changes resistances: +6% light / +3% all Changes resistances penetration: +8% all Spell save: +7 (+4 eff.) Light radius: -4 Infravision radius: +6 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. |
2 garnet 2 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 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. |
8 amethyst 8 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. |
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. |
2 ametrine 2 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. |
3 citrine 3 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. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bilsh the Root the Thalore Berserker level 16
50th Dusk 122nd year of Ascendancy at 08:09 see stats
By Bilsh the Root the Thalore Berserker level 7
8th Mirth 122nd year of Ascendancy at 19:56 see stats
By Bilsh the Root the Thalore Berserker level 20
23rd Haze 122nd year of Ascendancy at 16:10 see stats
By Bilsh the Root the Thalore Berserker level 16
40th Dusk 122nd year of Ascendancy at 06:10 see stats
By Bilsh the Root the Thalore Berserker level 10
4th Dusk 122nd year of Ascendancy at 08:27 see stats
By Bilsh the Root the Thalore Berserker level 20
23rd Haze 122nd year of Ascendancy at 02:56 see stats
By Bilsh the Root the Thalore Berserker level 16
41st Dusk 122nd year of Ascendancy at 00:50 see stats
By Bilsh the Root the Thalore Berserker level 22
41st Haze 122nd year of Ascendancy at 22:34 see stats
By Bilsh the Root the Thalore Berserker level 17
62nd Dusk 122nd year of Ascendancy at 11:06 see stats
By Bilsh the Root the Thalore Berserker level 8
10th Flare 122nd year of Ascendancy at 23:57 see stats
By Bilsh the Root the Thalore Berserker level 18
77th Dusk 122nd year of Ascendancy at 01:34 see stats
By Bilsh the Root the Thalore Berserker level 10
5th Dusk 122nd year of Ascendancy at 23:55 see stats
By Bilsh the Root the Thalore Berserker level 18
76th Dusk 122nd year of Ascendancy at 16:02 see stats
By Bilsh the Root the Thalore Berserker level 20
24th Haze 122nd year of Ascendancy at 04:25 see stats
Log
Burning from Bilsh the Root hits Betuletha the skeleton warrior for 7 fire damage.
Burning from Bilsh the Root hits Glithra the skeleton warrior for 7 fire damage.
Weakness Disease from Aerawen the ghast hits Glithra the skeleton warrior for 10 blight damage.
Rotting Disease from Aerawen the ghast hits Betuletha the skeleton warrior for 12 blight damage.
Glithra the skeleton warrior shoots!
Glithra the skeleton warrior performs a ranged critical strike against Bilsh the Root!
Bilsh the Root's mind surges with critical power!
Bilsh the Root is invigorated by the attack!
Bilsh the Root is invigorated by the attack!
Bilsh the Root slows down.
Glithra the skeleton warrior's Shoot hits Bilsh the Root for 149 physical, 7 mind, 7 darkness, 8 fire (171 total damage).
Bilsh the Root receives 29 healing.
Betuletha the skeleton warrior speeds up.
Burning from Bilsh the Root hits Aerawen the ghast for 8 fire damage.
Burning from Bilsh the Root hits Betuletha the skeleton warrior for 9 fire damage.
Burning from Bilsh the Root hits Glithra the skeleton warrior for 8 fire damage.
Weakness Disease from Aerawen the ghast hits Glithra the skeleton warrior for 12 blight damage.
Rotting Disease from Aerawen the ghast hits Betuletha the skeleton warrior for 14 blight damage.
Glithra the skeleton warrior uses Flare.
Bilsh the Root loses sight!
Bilsh the Root is invigorated by the attack!
Bilsh the Root resists the mind attack!
Bilsh the Root's mind surges with critical power!
Bilsh the Root is invigorated by the attack!
Bilsh the Root is invigorated by the attack!
Something hits Bilsh the Root for 77 fire, 3 mind, 7 darkness, 8 fire (96 total damage).
Bilsh the Root has finished recovering.
Something performs a melee critical strike against Bilsh the Root!
Saving game...