Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
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 | 16 / 81% |
Size | medium |
Lifes / Deaths | Killed by Lanri the shalore at level 16 on the 44th Haze 122nd year of Ascendancy at 18:27 / 1 |
Primary Stats
Strength | 57 (base 43) |
Dexterity | 42 (base 31) |
Constitution | 27 (base 13) |
Magic | 15 (base 10) |
Willpower | 33 (base 10) |
Cunning | 20 (base 10) |
Resources
Life | -26/502 |
Stamina | 72/182 |
Healing Factor | 1.11 |
Regeneration | 6.1799771438987 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -49.538461538462% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
See Stealth | 9 |
See Invisible | 10 |
Offense: Mainhand
Damage | 125 |
Accuracy | 55 |
Crit Chance | 52% |
APR | 3 |
Speed | 0.90 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 31.55 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 37.44 (91.422018348624%) |
Defense | 18.2 |
Ranged Defense | 18.2 |
Fatigue | 27 |
Physical Save | 30.2 |
Spell Save | 3.8 |
Mental Save | 24.775 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 56% |
Confusion Resistance | 34% |
Disarm Resistance | 38% |
Stun Resistance | 83% |
Instadeath Resistance | 100% |
Blind Resistance | 28% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or physical effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
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 68 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 581% 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 Strength stat. |
Class Talents
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 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 1/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
talent | Berserker Rage |
beneficial effect | Increases critical hit chance by 39%. Berserker Rage |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
detrimental effect | Movement speed is reduced by 49%. Slow movement |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 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 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 length of troll intestine. * You've found the needed skeleton mage skull. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed orc heart. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. 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 green worm. * You've found the needed warg claw. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +45.00 Light radius: +2 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | warlord's hardened leather cap of the depths (0 def, 3 armour) warlord's hardened leather cap of the depths (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Wil Changes resistances: +7% physical / +11% cold Allows you to breathe in: water Physical save: +5 (+2 eff.) A cap made of leather. |
Tool | steel torque of kinetic psionic shield 'Noonmonster' [power 121] (32/53 cooldown) steel torque of kinetic psionic shield 'Noonmonster' [power 121] (32/53 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +3% acid / +3% cold It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 121 for 7 turns, putting all charms on cooldown for 53 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Hanahor the steel ring Hanahor the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Critical mult.: +5.00% Mental save: +5 (+2 eff.) Blindness immunity: +28% Confusion immunity: +22% Stun/Freeze immunity: +22% Life regen: +0.80 Infravision radius: +3 See stealth: +9 See invisible: +10 Rings can have magical properties. |
On fingers | Zerolach ZerolachInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Cun / +1 Con Changes resistances penetration: +5% physical Changes damage: +3% physical Life regen: +0.20 Mindpower: +7 (+3 eff.) Rings can have magical properties. |
Around waist | Brandmonster the rough leather belt Brandmonster the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances penetration: +10% acid / +10% fire Maximum life: +31.00 A belt that goes around your waist. |
In main hand | quick stralite greatsword of massacre (57.5-92 power, 3 apr) quick stralite greatsword of massacre (57.5-92 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 57.5 - 92.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 111% When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +2 Dex Massive two-handed swords. |
On hands | hardened leather gloves 'Demonminister' (0 def, 8 armour) hardened leather gloves 'Demonminister' (0 def, 8 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +8 Armour Hardiness: +5% Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +6 Str / +3 Wil / +10 Con Changes resistances: +7% physical Changes resistances penetration: +10% acid / +5% darkness Changes damage: +3% darkness Talent mastery: +0.20 Technique / Grappling Disarm immunity: +38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | steel plate armour 'Cuthigrim' (4 def, 9 armour) steel plate armour 'Cuthigrim' (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 4 light Changes stats: +2 Wil Changes resistances: +19% lightning / +12% darkness / +12% blight / +3% nature / +17% acid Disease immunity: +10% Stun/Freeze immunity: +5% Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A suit of armour made of metal plates. |
Cloak | Xanussra the Squalorwind (2 def, 0 armour) Xanussra the Squalorwind (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 nature Changes stats: +3 Str / +4 Dex / +3 Con Changes resistances: +6% nature Changes resistances penetration: +15% nature Changes damage: +3% nature Talent mastery: +0.30 Technique / Combat training Spell save: -13 (-3 eff.) Stamina each turn: +0.50 Mana each turn: -0.37 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Radiancewind the steel amulet Radiancewind the steel amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +10% light Changes damage: +6% mind Mental save: +6 (+3 eff.) Confusion immunity: +12% Life regen: +0.90 Mindpower: +5 (+2 eff.) 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 (+2 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... |
restful copper amulet of constitution (+3) restful copper amulet of constitution (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Con Life regen: +0.90 Amulets can have magical properties. |
Belyretira the Singewinnow Belyretira the SingewinnowInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +4 Con Changes resistances: +3% fire Changes resistances penetration: +10% mind Changes damage: +9% fire Physical save: +8 (+4 eff.) Rings can have magical properties. |
rogue's copper ring of perseverance rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+5 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
plaguebringer's dwarven-steel greatsword (34-54.4 power, 2 apr) plaguebringer's dwarven-steel greatsword (34-54.4 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.0 - 54.4 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% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 9% chance to disease Damage (Melee): +7 blight When wielded/worn: Disease immunity: +25% Massive two-handed swords. |
linen cloak of the voidstalker (1 def, 0 armour) linen cloak of the voidstalker (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +11% darkness / +10% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
alchemist's dwarven-steel gauntlets of the nighthunter (0 def, 2 armour) alchemist's dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +2 Damage (Melee): 5 acid / 5 fire / 5 lightning / 5 cold Changes stats: +3 Mag / +3 Wil / +1 Cun Changes resistances: +9% darkness Infravision radius: +2 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing rough leather cap of constitution (+2) (0 def, 1 armour) stabilizing rough leather cap of constitution (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Con Physical save: +11 (+5 eff.) A cap made of leather. |
iron mail armour of delving (2 def, 4 armour) iron mail armour of delving (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +5 Str Changes resistances: +11% darkness / +5% physical Light radius: +1 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 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
steel plate armour of Eyal (4 def, 9 armour) 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: +1.40 Maximum life: +52.00 Healing mod.: +12% A suit of armour made of metal plates. |
4 agate 4 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. |
134 alchemist agate 134 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 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 (87 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
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. |
Eluwen the steel torque of psychoportation [power 28] (32/30 cooldown) Eluwen the steel torque of psychoportation [power 28] (32/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +2 physical / +2 mind / +2 darkness Talent granted: +1 Ward Mental save: +9 (+4 eff.) Equilibrium when hit: +0.04 Infravision radius: +1 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
quiet dwarven-steel torque of thermal psionic shield [power 67] (32/20 cooldown) quiet dwarven-steel torque of thermal psionic shield [power 67] (32/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 67 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst 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. |
supercharged elm wand of clairvoyance [power 9] (32/9 cooldown) supercharged elm wand of clairvoyance [power 9] (32/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine 3 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. |
5 citrine 5 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. |
3 zircon 3 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 Frenzied Aisi the Shalore Berserker level 8
12nd Dusk 122nd year of Ascendancy at 14:36 see stats
By Frenzied Aisi the Shalore Berserker level 10
20th Dusk 122nd year of Ascendancy at 17:13 see stats
By Frenzied Aisi the Shalore Berserker level 15
71st Dusk 122nd year of Ascendancy at 16:34 see stats
By Frenzied Aisi the Shalore Berserker level 14
67th Dusk 122nd year of Ascendancy at 03:02 see stats
By Frenzied Aisi the Shalore Berserker level 7
4th Dusk 122nd year of Ascendancy at 01:37 see stats
By Frenzied Aisi the Shalore Berserker level 10
22nd Dusk 122nd year of Ascendancy at 06:06 see stats
Log
Frenzied Aisi receives 75 healing from Infusion: Healing.
Frenzied Aisi uses Warshout.
Caona the human wanders around!.
Frenzied Aisi shrugs off the effect 'Silenced'!
Talent Rune: Shielding is ready to use.
Frenzied Aisi hits Caona the human for 11 nature, 9 light (21 total damage).
Caona the human hits Frenzied Aisi for 100 physical, 15 light (116 total damage).
Frenzied Aisi casts Rune: Shielding.
A shield forms around Frenzied Aisi .
Frenzied Aisi uses Stunning Blow.
Caona the human is stunned!
Frenzied Aisi hits Caona the human for 213 physical, (213 total damage).
Lanri the shalore uses Kneecapper.
Your shield crumbles under the damage!
The shield around Frenzied Aisi crumbles.
Frenzied Aisi is pinned to the ground.
Lanri the shalore's Kneecapper hits Frenzied Aisi for (100 absorbed), 22 physical, 6 darkness (30 total damage).
Frenzied Aisi uses Execution.
Frenzied Aisi performs a melee critical strike against Caona the human!
Frenzied Aisi hits Caona the human for 281 physical, (281 total damage).
Lanri the shalore uses Swift Shot.
Lanri the shalore uses Noggin Knocker.
Frenzied Aisi resists the stunning shot!
Frenzied Aisi resists the stunning shot!
Lanri the shalore's Noggin Knocker hits Frenzied Aisi for 35 physical, 6 darkness (42 total damage).
Lanri the shalore's Noggin Knocker hits Frenzied Aisi for 39 physical, 6 darkness (46 total damage).
Saving game...