Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.1.4 Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. 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:
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 25 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 16 on the 58th Haze 122nd year of Ascendancy at 10:01 1 / 5Killed by Rick at level 23 on the 33rd Haze 123rd year of Ascendancy at 19:00 Killed by Xuta the dredge at level 23 on the 33rd Haze 123rd year of Ascendancy at 20:09 Killed by Kryl-Feijan at level 24 on the 4th Regrowth 124th year of Ascendancy at 18:17 Killed by degenerated skeleton warrior at level 25 on the 14th Regrowth 124th year of Ascendancy at 04:29 |
| Antimagic | Follower |
Primary Stats
| Strength | 19 (base 13) |
| Dexterity | 69 (base 55) |
| Constitution | 49 (base 47) |
| Magic | 10 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 12 (base 12) |
Resources
| Life | 740/740 |
| Stamina | 190/190 |
| Equilibrium | 38 |
| Healing Factor | 1.3 |
| Regeneration | 1.105 |
Speed
| Mental | -28.571428571429% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 65 |
| Crit Chance | 57% |
| APR | 72 |
| Speed | 1.12 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.15 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 30 (30%) |
| Defense | 33.325 |
| Ranged Defense | 36.325 |
| Fatigue | 11 |
| Physical Save | 41.6 |
| Spell Save | 12.25 |
| Mental Save | 27.475 |
Defense: Resistances
| All | + 20%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Bleed Resistance | 5% |
| Confusion Resistance | 0% |
| Stun Resistance | 20% |
| Silence Resistance | 35% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Dexterity 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 519% 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 / Archery - bows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Aim |
| talent | Antimagic Shield |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lone alchemist from death by slumbering warg. Escort: lone alchemist (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved physical save by +4. | done |
You failed to protect the lost sun paladin from death by Rick. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 42. | 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. You have been shown a secret entrance to his stronghold. | 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: * You've found the needed pouch of luminous horror dust. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed warg claw. 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 ice ant stinger. * '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 pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' * You've found the needed vial of greater demon bile. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within2 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! | 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 | Dagyrath the pair of dwarven-steel boots (0 def, 4 armour) Dagyrath the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +9% fire / +8% cold Disease immunity: +10% Cut immunity: +5% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | hateful quiver of yew arrows of wind (15/15, 139% power, 10 apr) hateful quiver of yew arrows of wind (15/15, 139% power, 10 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 139% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 15 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +5 darkness Damage against: +7% Living Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Viperobsidian' alchemist's lamp 'Viperobsidian'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Mag / +1 Con Changes resistances: +3% nature Changes damage: +3% nature Maximum life: +49.00 Light radius: +3 Infravision radius: +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Fulebers' (5 def, 10 armour) dwarven-steel helm 'Fulebers' (5 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +4% Changes resistances: +4% all Physical save: +8 (+3 eff.) Silence immunity: +35% Disarm immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Essence of Bearness =Dam Red= Essence of Bearness =Dam Red=Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 48/100. The very essence of bearness! |
| On fingers | gold ring of pilfering gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +12 Defense: +12 (+6 eff.) 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. |
| On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around 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. |
| In main hand | steady yew longbow of dexterity (+4) steady yew longbow of dexterity (+4)Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +4 Dex Changes resistances penetration: +10% physical Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
| On hands | heroic hardened leather gloves (0 def, 5 armour) heroic hardened leather gloves (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Mental save: +7 (+4 eff.) Maximum life: +45.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | nimble hardened leather armour (7 def, 6 armour) nimble hardened leather armour (7 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +7 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes stats: +3 Dex Movement speed: +20% A suit of armour made of leather. |
| Cloak | cashmere cloak 'Greenspitter' (2 def, 0 armour) cashmere cloak 'Greenspitter' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 nature Changes resistances: +6% nature / +3% fire Changes resistances penetration: +5% nature Changes damage: +6% nature Physical save: +11 (+4 eff.) Mental save: +9 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Zubenor ZubenorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +3 Wil Reduces incoming crit damage: 15.00% Life regen: +0.60 Amulets can have magical properties. |
Inventory
Rune of the Rift (250.00 temporal damage, removed from time 4 turns) Rune of the Rift (250.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 250.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Arybeth the Morningseam =Cold & Fire R= Arybeth the Morningseam =Cold & Fire R=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +1 Str Changes resistances: +14% fire / +16% cold Changes damage: +6% physical Amulets can have magical properties. |
starlit steel amulet of willpower (+3) =LIght & Dark & Blind R= starlit steel amulet of willpower (+3) =LIght & Dark & Blind R=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% light / +14% darkness Blindness immunity: +28% Amulets can have magical properties. |
Ring of Growth =Nature Resist= Ring of Growth =Nature Resist=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
copper ring of clarity =Confusion R= copper ring of clarity =Confusion R=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
gold ring of clarity =Confusion R= gold ring of clarity =Confusion R=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Mental save: +7 (+4 eff.) Confusion immunity: +22% Rings can have magical properties. |
gold ring of fire (+26%) =Fire R= gold ring of fire (+26%) =Fire R=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% fire Changes damage: +13% fire Rings can have magical properties. |
marksman's copper ring of lightning (+22%) =Lightning R= marksman's copper ring of lightning (+22%) =Lightning R=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
mule's gold ring of perseverance =Stun & Freeze R= mule's gold ring of perseverance =Stun & Freeze R=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Maximum encumbrance: +24 Stun/Freeze immunity: +26% Life regen: +1.40 Rings can have magical properties. |
steel ring of sensing =Blind R= steel ring of sensing =Blind R=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +22% Infravision radius: +3 See stealth: +8 See invisible: +5 Rings can have magical properties. |
titan's gold ring =Con + Phys save= titan's gold ring =Con + Phys save=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Physical save: +10 (+3 eff.) Rings can have magical properties. |
noble's hardened leather belt of transcendence =Summon R= noble's hardened leather belt of transcendence =Summon R=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Reduced damage from: +25% Summoned Physical save: +5 (+2 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
Frost Treads (1 def, 4 armour) =Cold R= Frost Treads (1 def, 4 armour) =Cold R=Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 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. |
Sludgegrip (0 def, 0 armour) =Nature R= Sludgegrip (0 def, 0 armour) =Nature R=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. |
miasmic hardened leather armour of lightning resistance (3 def, 6 armour) miasmic hardened leather armour of lightning resistance (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +9 Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Damage (Melee): 6 acid Damage (Ranged): 6 acid Changes resistances: +12% acid / +13% nature / +15% lightning A suit of armour made of leather. |
dwarven-steel pickaxe 'Isira' (dig speed 15 turns) =Dig= dwarven-steel pickaxe 'Isira' (dig speed 15 turns) =Dig=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +7% darkness / +7% fire Maximum psi: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Summertide Phial =Light R= Summertide Phial =Light R=Infused 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 (77 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Venomquick the alchemist's lamp Venomquick the alchemist's lampInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 nature Changes resistances: +3% all Changes resistances penetration: +10% nature Changes damage: +3% darkness Spell save: +5 (+5 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One =Sleeep R= Eye of the Dreaming One =Sleeep R=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 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 245/400. 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. |
Ivyyatira the Shadewilder [power 3] (10 cooldown) Ivyyatira the Shadewilder [power 3] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Maximum wards: +1 physical / +3 mind / +2 darkness Changes resistances penetration: +5% mind Talent granted: +1 Ward It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Rick the Thalore Archer level 13
29th Dusk 122nd year of Ascendancy at 20:12 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Rick the Thalore Archer level 16
57th Haze 122nd year of Ascendancy at 22:08 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Rick the Thalore Archer level 15
40th Haze 122nd year of Ascendancy at 08:08 see stats
Exterminator
Killed 1000 creatures.By Rick the Thalore Archer level 16
56th Haze 122nd year of Ascendancy at 18:32 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rick the Thalore Archer level 18
2nd Summertide 123rd year of Ascendancy at 06:50 see stats
Fear me not!
Survived the Fearscape!By Rick the Thalore Archer level 24
2nd Regrowth 124th year of Ascendancy at 05:35 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rick the Thalore Archer level 24
5th Allure 124th year of Ascendancy at 19:56 see stats
Level 10
Got a character to level 10.By Rick the Thalore Archer level 10
2nd Flare 122nd year of Ascendancy at 15:57 see stats
Level 20
Got a character to level 20.By Rick the Thalore Archer level 20
59th Dusk 123rd year of Ascendancy at 05:38 see stats
Poisonous
Sided with the assassin lord.By Rick the Thalore Archer level 14
44th Dusk 122nd year of Ascendancy at 23:43 see stats
That was close
Killed your target while having only 1 life left.By Rick the Thalore Archer level 25
14th Regrowth 124th year of Ascendancy at 04:28 see stats
The Arena
Unlocked Arena mode.By Rick the Thalore Archer level 10
3rd Flare 122nd year of Ascendancy at 03:55 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Rick the Thalore Archer level 19
50th Dusk 123rd year of Ascendancy at 05:46 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Rick the Thalore Archer level 17
2nd Regrowth 123rd year of Ascendancy at 06:03 see stats
Log
You gain 1.60 gold from the transmogrification of flaming steel greatsword of massacre (142% power, 2 apr).
You gain 17.50 gold from the transmogrification of Golden Three-Edged Sword 'The Truth' (160% power, 9 apr).
You gain 6.03 gold from the transmogrification of thought-forged dwarven-steel greatmaul of the leech (153% power, 2 apr).
You gain 2.76 gold from the transmogrification of flaming dwarven-steel greatmaul of amnesia (152% power, 2 apr).
You gain 6.45 gold from the transmogrification of balanced dwarven-steel greatmaul of paradox (154% power, 2 apr).
You gain 1.67 gold from the transmogrification of arcing dwarven-steel greatmaul (154% power, 2 apr).
You gain 15.00 gold from the transmogrification of Swordbreaker (129% power, 20 apr).
You gain 0.56 gold from the transmogrification of teleportation rune (range 43).
You gain 2.25 gold from the transmogrification of phase door rune of the sneak (range 9; power 20; dur 5).
You gain 0.63 gold from the transmogrification of manasurge rune (892% regen over 10 turns; 45 instant mana).
You gain 0.64 gold from the transmogrification of manasurge rune (997% regen over 10 turns; 50 instant mana).
You gain 2.17 gold from the transmogrification of heat beam rune of the warrior (168 fire damage).
You gain 1.89 gold from the transmogrification of acid wave rune of the sneak (71 acid damage; dur 5; apply 28).
You gain 1.50 gold from the transmogrification of wild infusion of the warrior (resist 17%; cure magical).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
There is a teleportation circle to the surface here (press '' or right click to use).
There is a Entrance to a ruined dungeon here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Rick deactivates Antimagic Shield.
Rick deactivates Aim.
