









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Anorithil |
| Level / Exp | 11 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 6th Mirth 122nd year of Ascendancy at 11:29 / 1 |
Primary Stats
| Strength | 20 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 39 (base 36) |
| Willpower | 14 (base 10) |
| Cunning | 30 (base 26) |
Resources
| Life | -113/300 |
| Positive | 45/80 |
| Negative | 5/80 |
| Healing Factor | 1.094804467222 |
| Regeneration | 0.27370111680551 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
| See Stealth | 10 |
| See Invisible | 22 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 4 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Darkness | 0% |
| Mind | +3% |
| Cold | +18% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 13 (60%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 5 |
| Physical Save | 20 |
| Spell Save | 23 |
| Mental Save | 15 |
Defense: Resistances
| Nature | + 22%( 70%) |
| Lightning | + 10%( 70%) |
| Cold | + 34%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 Track (+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. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
Equipment
| On feet | [vs. Frost Treads (1 def, 4 armour) (On feet)]Frost Treads (1 def, 4 armour) 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(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) Movement speed: +20% (-) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| On hands | [vs. rough leather gloves 'Hazebringer' (0 def, 1 armour) (On hands)]rough leather gloves 'Hazebringer' (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) (-) Armour: +1 (-) Changes stats: +2(-) Str Changes resistances: +3%(-) lightning / +3%(-) cold Changes damage: +3%(-) cold Infravision radius: +1 (-) See invisible: +12 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | [vs. Rhygund (0 def, 1 armour) (On head)]Rhygund (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) (-) Armour: +1 (-) Fatigue: +1% (-) Changes stats: +4(-) Str / +5(-) Con Only die when reaching: -40.00 life (-) Mental crit. chance: +1% (-) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 50.6 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| Tool | [vs. elm totem of summon tentacle [power 100] (8/25 cooldown) (Tool)]elm totem of summon tentacle [power 100] (8/25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 100 Armor: 6 All Resist: 0 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
| Around waist | [vs. rough leather belt 'Balanceterror' (Around waist)]rough leather belt 'Balanceterror' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-) nature Reduces incoming crit damage: 15.00% (-) Physical save: +6 (+6 eff.) (-) Mindpower: +4 (+2 eff.) (-) Infravision radius: +3 (-) A belt that goes around your waist. |
| Main armor | [vs. Robes of Deflection (0 def, 7 armour) (Main armor)]Robes of Deflection (0 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 (-) Armour Hardiness: +30% (-) Changes stats: +3(-) Con / +3(-) Mag Changes resistances: +7%(-) all Spellpower: +5 (+3 eff.) (-) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
| In main hand | [vs. cruel ash magestaff (15-18 power, 3 apr, lightning element) (In main hand)]cruel ash magestaff (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +15%(-) lightning Talents granted: +1.00(-) Command Staff Critical mult.: +10.00% (-) Spellpower: +6 (+3 eff.) (-) Spell crit. chance: +8% (-) Staves designed for wielders of magic, by the greats of the art. |
| Light source | [vs. Drebar (Light source)]Drebar Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 (-) Physical crit. chance: +3.0% (-) Defense: +5 (+5 eff.) (-) Changes stats: +3(-) Con Critical mult.: +5.00% (-) Stamina each turn: +3.00 (-) Maximum life: +40.00 (-) Light radius: +3 (-) 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. |
| Cloak | [vs. linen cloak 'Bethatira' (1 def, 0 armour) (Cloak)]linen cloak 'Bethatira' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% (-) Physical power: +1 (+1 eff.) (-) Defense: +1 (+1 eff.) (-) Fatigue: -3% (-) Changes resistances: +6%(-) cold Changes damage: +3%(-) mind Spell save: +9 (+5 eff.) (-) Disarm immunity: +10% (-) Only die when reaching: -20.00 life (-) Defense after a teleport: +10 (-) Resist all after a teleport: +10% (-) New effects duration reduction after a teleport: +10% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Withering Orbs (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+3 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
movement infusion of the titan (speed 501%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 501% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 497%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 497% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. cruel ash magestaff (15-18 power, 3 apr, lightning element) (In main hand)]cruel elm magestaff of fate (10-12 power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-5.0 - -6.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-1) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-15%) lightning / +10% cold Talents granted: +1.00(-) Command Staff Critical mult.: +10.00% (-) Physical save: +6 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +6 (+5 eff.) Spellpower: +3 (+1 eff.) (-3 (-2 eff.)) Spell crit. chance: +10% (+2%) Staves designed for wielders of magic, by the greats of the art. |
[vs. cruel ash magestaff (15-18 power, 3 apr, lightning element) (In main hand)]elm magestaff (10-12 power, 2 apr, fire element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-5.0 - -6.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-1) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-15%) lightning / +10% fire Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-10.00%) Spellpower: +3 (+1 eff.) (-3 (-2 eff.)) Spell crit. chance: +1% (-7%) Staves designed for wielders of magic, by the greats of the art. |
[vs. cruel ash magestaff (15-18 power, 3 apr, lightning element) (In main hand)]Stormlash (17-19 power, 7 apr) Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7(+2.0 - +0.7) Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 (+4) Crit. chance: +5.0% (+2.0%) Attack speed: 125% (+25%) On weapon crit: + Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+7 eff.) Changes damage: +10%(-5%) lightning Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Spellpower: +0 (+0 eff.) (-6 (-3 eff.)) Spell crit. chance: +0% (-8%) It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 16.42 to 49.26 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
[vs. Robes of Deflection (0 def, 7 armour) (Main armor)]linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-7) Armour Hardiness: +0% (-30%) Changes stats: +0(-3) Con / +0(-3) Mag Changes resistances: +7%(-) all Spellpower: +0 (+0 eff.) (-5 (-3 eff.)) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Robes of Deflection (0 def, 7 armour) (Main armor)]rough leather armour of cold resistance (3 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-5) Armour Hardiness: +0% (-30%) Defense: +3 (+3 eff.) Fatigue: +6% Changes stats: +0(-3) Con / +0(-3) Mag Changes resistances: +0%(-7%) all / +15% cold Spellpower: +0 (+0 eff.) (-5 (-3 eff.)) A suit of armour made of leather. |
[vs. linen cloak 'Bethatira' (1 def, 0 armour) (Cloak)]linen cloak 'Phoenixglamour' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-1.0%) Physical power: +0 (+0 eff.) (-1 (-1 eff.)) Defense: +1 (+1 eff.) (-) Fatigue: +0% (+3%) Damage when hit (Melee): 2 fire Changes stats: +2 Cun / +3 Dex Changes resistances: +9% fire / +6% darkness / +0%(-6%) cold Changes resistances penetration: +5% fire Changes damage: +3% darkness / +0%(-3%) mind Spell save: +0 (+0 eff.) (-9 (-5 eff.)) Disarm immunity: +0% (-10%) Only die when reaching: +0.00 life (+20.00 life) Infravision radius: +1 Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]This item will automatically be transmogrified when you leave the level. Sparkrip the pair of iron boots (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (+1) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +2% (-5%) Damage when hit (Melee): 8 lightning Changes stats: +0(-4) Str / +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes resistances penetration: +10% lightning Changes damage: +3% lightning / +9%(-6%) cold Light radius: +0 (-1) Infravision radius: +2 Movement speed: +0% (-20%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Rhygund (0 def, 1 armour) (On head)]miner's rough leather cap of dexterity (+3) (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-3 eff.)) Armour: +2 (+1) Fatigue: +1% (-) Changes stats: +0(-4) Str / +3 Dex / +0(-5) Con Only die when reaching: +0.00 life (+40.00 life) Mental crit. chance: +0% (-1%) Infravision radius: +1 A cap made of leather. |
[vs. Rhygund (0 def, 1 armour) (On head)]rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-3 eff.)) Armour: +1 (-) Fatigue: +1% (-) Changes stats: +0(-4) Str / +0(-5) Con Only die when reaching: +0.00 life (+40.00 life) Mental crit. chance: +0% (-1%) A cap made of leather. |
[vs. Rhygund (0 def, 1 armour) (On head)]Emelowyn the iron helm (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +0 (+0 eff.) (-5 (-3 eff.)) Armour: +3 (+2) Fatigue: +5% (+4%) Changes stats: +0(-4) Str / +2(-3) Con Changes resistances: +5% arcane / +3% fire Stamina each turn: +1.00 Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +20.00 Mental crit. chance: +0% (-1%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
[vs. Drebar (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +0 (-1) Physical crit. chance: +0.0% (-3.0%) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Changes stats: +0(-3) Con Critical mult.: +0.00% (-5.00%) Stamina each turn: +0.00 (-3.00) Maximum life: +0.00 (-40.00) Light radius: +3 (-) 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. |
[vs. Drebar (Light source)]survivor's brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +0 (-1) Physical crit. chance: +0.0% (-3.0%) Defense: +0 (+0 eff.) (-5 (-5 eff.)) Changes stats: +0(-3) Con Critical mult.: +0.00% (-5.00%) Physical save: +5 (+2 eff.) Stamina each turn: +0.00 (-3.00) Maximum life: +0.00 (-40.00) Light radius: +3 (-) Healing mod.: +10% 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. |
[vs. elm totem of summon tentacle [power 100] (8/25 cooldown) (Tool)]Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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 Activation costs 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. |
[vs. elm totem of summon tentacle [power 100] (8/25 cooldown) (Tool)]Nerowe the iron torque of clear mind [power 1] (8/25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% temporal / +1% physical Poison immunity: +10% It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. elm totem of summon tentacle [power 100] (8/25 cooldown) (Tool)]elm totem of healing [power 116] (8/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Anno the Cornac Anorithil level 10
4th Mirth 122nd year of Ascendancy at 21:06 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Anno the Cornac Anorithil level 4
77th Pyre 122nd year of Ascendancy at 15:20 see stats
Log
Bill the Stone Troll hits Anno for (86 absorbed), 0 physical (0 total damage).
Melee retaliation hits Bill the Stone Troll for (6 absorbed), 0 darkness, (8 absorbed), 0 light (0 total damage).
Anno stops regenerating health quickly.
Talent Shadow Blast is ready to use.
Anno's light area effect hits Bill the Stone Troll for (18 absorbed), 0 light (0 total damage).
Bill the Stone Troll receives 21 healing from Anno's healing light area effect.
Anno casts Moonlight Ray.
The shield around Bill the Stone Troll crumbles.
Anno hits Bill the Stone Troll for (42 absorbed), 64 darkness (64 total damage).
Anno casts Twilight.
Your shield crumbles under the damage!
The shield around Anno crumbles.
Bill the Stone Troll hits Anno for (42 absorbed), 94 physical (94 total damage).
Melee retaliation hits Bill the Stone Troll for 6 darkness, 8 light (14 total damage).
Anno casts Jumpgate: Teleport To.
Anno is out of phase.
Bill the Stone Troll uses Stunning Blow.
Anno is stunned!
Bill the Stone Troll hits Anno for 71 physical, 59 physical (130 total damage).
Melee retaliation hits Bill the Stone Troll for 6 darkness, 8 light, 3 darkness, 4 light (21 total damage).
Anno casts Mind Blast.
Bill the Stone Troll shrugs off the effect 'Confused'!
Anno hits Bill the Stone Troll for 15 darkness damage.
Bill the Stone Troll hits Anno for 112 physical damage.
Melee retaliation hits Bill the Stone Troll for 3 darkness, 4 light (7 total damage).
Anno the level 11 cornac anorithil was ground to death by Bill the Stone Troll and clobbered into soup on level 4 of Trollmire.

























































