Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Revamped Anorithil 1.5.5 Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Prodigy Tweaks 1.5.5 Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s FlexSpec Respec Limitation Relaxer 1.5.5 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 26 / 14% |
Size | medium |
Lifes / Deaths | Killed by Xyritha the rogue at level 17 on the 18th Wealth 122nd year of Ascendancy at 14:33 3 / 3Killed by ritch flamespitter at level 21 on the 7th Dearth 122nd year of Ascendancy at 10:41 Killed by Lisith the elven warrior at level 26 on the 6th Loss 122nd year of Ascendancy at 13:18 |
Primary Stats
Strength | 89 (base 56) |
Dexterity | 8 (base 1) |
Constitution | 54 (base 28) |
Magic | 65 (base 57) |
Willpower | 84 (base 57) |
Cunning | 9 (base 1) |
Resources
Life | 860/860 |
Mana | 620/620 |
Equilibrium | 0 |
Healing Factor | 1.4946428571429 |
Regeneration | 1.1957142857143 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 12 |
Offense: Mainhand
Damage | 168 |
Accuracy | 22 |
Crit Chance | 19% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 86 |
Accuracy | 22 |
Crit Chance | 19% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Nature | +19% |
Physical | +26% |
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Mind | +25% |
Light | +10% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 42 (87.462686567164%) |
Defense | 37 |
Ranged Defense | 46 |
Fatigue | 61 |
Physical Save | 63 |
Spell Save | 60 |
Mental Save | 54 |
Defense: Resistances
Blight | + 27%( 70%) |
Physical | + 32%( 70%) |
Mind | + 17%( 70%) |
All | + 15%( 70%) |
Darkness | + 30%( 70%) |
Light | + 36%( 70%) |
Cold | + 39%( 70%) |
Fire | + 28%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 28% |
Inscriptions (4/5)
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 effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 500% 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Spell / Eldritch shield | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Deeprock | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Wild-gift / Earthen power | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Dwarf | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Stone alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning by +1. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 162. | 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. | 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 AlchemistsYou have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit has completed an elixir of serendipity without your aid. | active |
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 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 | Samifang (0 def, 3 armour) Samifang (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +3 Fatigue: +1% Changes stats: +6 Con Changes resistances: +6% fire / +6% cold Changes damage: +9% physical Stamina each turn: +0.20 A pair of boots made of leather. |
Light source | nightwalker's brass lantern nightwalker's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil Critical mult.: +10.00% Light radius: +2 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 | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Yvivena (0 def, 2 armour) Yvivena (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 nature / 7 fire Changes stats: +7 Str / +2 Dex / +6 Wil / +3 Con Changes resistances: +7% nature / +7% fire Changes damage: +6% nature / +5% fire Talent mastery: +0.20 Technique / Grappling Disarm immunity: +28% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | dwarven-steel pickaxe 'Mindil' (dig speed 29 turns) dwarven-steel pickaxe 'Mindil' (dig speed 29 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Str Changes resistances: +12% nature / +3% mind Changes resistances penetration: +25% mind Changes damage: +6% nature Life regen: +0.40 Stamina each turn: +0.60 Maximum life: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of Growth Ring of GrowthInfused 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 (+2 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. |
On fingers | titan's copper ring of pilfering titan's copper ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +7 (+3 eff.) Changes stats: +2 Con Physical save: +4 (+1 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 back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 64% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around neck | Grinedosus the steel amulet Grinedosus the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +6 (+3 eff.) Changes stats: +6 Lck / +3 Dex Changes resistances: +6% physical Critical mult.: +10.00% Stamina each turn: +0.40 Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
In main hand | voratun shield 'Radiancewild' (22 def, 3 armour, 100% power, 190 block) voratun shield 'Radiancewild' (22 def, 3 armour, 100% power, 190 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 177% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +190 On weapon hit: * 40% chance to blind Damage (Melee): +25 light When wielded/worn: Armour: +3 Defense: +22 (+8 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 26% chance to blind Damage when hit (Melee): 4 fire Changes stats: +3 Mag / +5 Con Changes resistances: +15% physical / +17% light / +3% fire Changes resistances penetration: +10% light Talent granted: +5 Block Deflect projectiles away: +5% Handheld deflection devices. |
Around waist | hardened leather belt 'Raindream' hardened leather belt 'Raindream'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +4 Cun / +4 Dex Changes resistances: +8% light / +8% darkness Changes resistances penetration: +25% nature Reduced damage from: +20% Summoned Mental crit. chance: +8% A belt that goes around your waist. |
In off hand | voratun shield of cold resistance (+23%) (12 def, 3 armour, 100% power, 200.5 block) voratun shield of cold resistance (+23%) (12 def, 3 armour, 100% power, 200.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +200 When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +23% cold Talent granted: +5 Block Handheld deflection devices. |
Cloak | resilient cashmere cloak of Iron Throne (2 def, 0 armour) resilient cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Maximum life: +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dwarven-steel plate armour 'Brodyragorn' (5 def, 11 armour) dwarven-steel plate armour 'Brodyragorn' (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Damage when hit (Melee): 5 light Changes stats: +9 Str / +2 Mag / +3 Wil / +3 Cun Changes resistances: +15% blight / +10% darkness Light radius: +2 See invisible: +12 A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (641% speed; 5 turns) movement infusion of the wizard (641% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 641% 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 Magic 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 ability. |
regeneration infusion of the warrior (heal 362 over 5 turns) regeneration infusion of the warrior (heal 362 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. 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 ability. |
Grinamandur GrinamandurInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +4 Wil Changes resistances: +6% blight / +2% physical Spell save: +20 (+5 eff.) Poison immunity: +30% Pinning immunity: +10% Amulets can have magical properties. |
Yvomibeth the Curekin Yvomibeth the CurekinPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% nature / +12% fire Changes resistances penetration: +5% fire Changes damage: +9% nature Teleport immunity: +50% It can be used to teleport you randomly (rad 33), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. glacial stralite greatsword of amnesia (158% power, 3 apr)glacial stralite greatsword of amnesia (158% power, 3 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 158% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +20 ice When wielded/worn: Armour: +10 Changes resistances penetration: +16% cold Massive two-handed swords. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
This item will automatically be transmogrified when you leave the level. Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+8 eff.) It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
grounding pair of iron boots (0 def, 3 armour) grounding pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Scaldvagrant the iron gauntlets (0 def, 1 armour) Scaldvagrant the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Changes resistances: +15% fire Changes resistances penetration: +10% fire Changes damage: +3% mind / +6% fire Physical save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm 'Aryrab' (0 def, 3 armour) iron helm 'Aryrab' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +5 Dex / +6 Wil / +4 Cun Mindpower: +4 (+2 eff.) See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of the depths (0 def, 1 armour) rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +7% cold Allows you to breathe in: water A cap made of leather. |
thaloren rough leather cap of trickery (0 def, 1 armour) thaloren rough leather cap of trickery (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +3 Wil / +2 Cun Changes resistances: +6% blight Mental save: +5 (+1 eff.) A cap made of leather. |
Bleaksting the steel mail armour (2 def, 6 armour) Bleaksting the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +34% lightning / +6% light / +17% acid Changes resistances penetration: +5% darkness A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
spiked iron mail armour of lightning resistance (2 def, 4 armour) spiked iron mail armour of lightning resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy 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% Damage when hit (Melee): 11 physical Changes resistances: +16% lightning A suit of armour made of mail. |
Flashspire (2 def, 9 armour) Flashspire (2 def, 9 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 6 fire Damage (Ranged): 6 fire Damage when hit (Melee): 8 blight / 11 physical Changes stats: +4 Cun / +5 Wil Changes resistances: +10% fire / +12% physical Changes damage: +3% lightning Mental save: +11 (+3 eff.) A suit of armour made of leather. |
Mardyrim the dwarven-steel shield (8 def, 2 armour, 100% power, 83 block) Mardyrim the dwarven-steel shield (8 def, 2 armour, 100% power, 83 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 147% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.5% Block value: +83 On weapon crit: * smash the target with your shield crippling them Damage Shield penetration (this weapon only): +50% Damage (Melee): +13 light Damage against: +5% Horror When wielded/worn: Physical crit. chance: +5.0% Physical power: +13 (+3 eff.) Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 16% chance to blind Changes stats: +1 Str / +1 Mag / +5 Con Changes resistances: +29% light / +13% darkness Talent granted: +3 Block Reduces incoming crit damage: 5.00% Handheld deflection devices. |
crackling stralite shield of radiance (10 def, 2 armour, 100% power, 133.5 block) crackling stralite shield of radiance (10 def, 2 armour, 100% power, 133.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 158% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +133 Damage (Melee): +12 lightning / +16 light When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 10% chance to daze at end of turn * 16% chance to blind Changes stats: +3 Dex / +3 Mag / +4 Con Changes resistances: +13% lightning / +13% light Talent granted: +4 Block Handheld deflection devices. |
dwarven-steel shield 'Dazzleburst' (8 def, 2 armour, 100% power, 72.5 block) dwarven-steel shield 'Dazzleburst' (8 def, 2 armour, 100% power, 72.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 142% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +72 On weapon hit: * reduce the cooldown of your ward talent by 1 Burst (radius 1) on hit: +8 light When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects on melee hit: * Slows global speed by 15% * 30% chance to blind Changes resistances: +20% cold / +13% mind / +3% light Maximum wards: +4 lightning / +3 temporal / +3 blight / +4 fire / +3 cold Talents granted: +1 Ward +3 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 100% power, 16 block) iron shield (4 def, 2 armour, 100% power, 16 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 101% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +16 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 100% power, 18 block) iron shield (4 def, 2 armour, 100% power, 18 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 96% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
47 alchemist agate 47 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 When used as an alchemist bomb: Mana regain 20 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of quickening (dig speed 30 turns) iron pickaxe of quickening (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
burglar's brass lantern of corpselight burglar's brass lantern of corpselightPowered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun Changes resistances: +6% blight / +5% darkness Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: -8 Infravision radius: +9 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, 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: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 9 turns, and deals 27 blight damage or heals 41 life. Creatures standing in the retch also have 10% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
elm totem of thorny skin [power 16] (20 cooldown) elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Azxil the Dwarf Stone Warden level 7
1st Profit 122nd year of Ascendancy at 21:52 see stats
By Azxil the Dwarf Stone Warden level 21
28th Dearth 122nd year of Ascendancy at 12:40 see stats
By Azxil the Dwarf Stone Warden level 21
8th Dearth 122nd year of Ascendancy at 05:24 see stats
By Azxil the Dwarf Stone Warden level 10
14th Profit 122nd year of Ascendancy at 10:06 see stats
By Azxil the Dwarf Stone Warden level 20
25th Wealth 122nd year of Ascendancy at 14:25 see stats
By Azxil the Dwarf Stone Warden level 20
28th Wealth 122nd year of Ascendancy at 00:07 see stats
By Azxil the Dwarf Stone Warden level 23
44th Dearth 122nd year of Ascendancy at 04:28 see stats
By Azxil the Dwarf Stone Warden level 18
18th Wealth 122nd year of Ascendancy at 22:05 see stats
By Azxil the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 19:37 see stats
By Azxil the Dwarf Stone Warden level 8
9th Profit 122nd year of Ascendancy at 10:16 see stats
By Azxil the Dwarf Stone Warden level 16
13rd Wealth 122nd year of Ascendancy at 02:49 see stats
By Azxil the Dwarf Stone Warden level 21
6th Dearth 122nd year of Ascendancy at 10:58 see stats
By Azxil the Dwarf Stone Warden level 15
7th Wealth 122nd year of Ascendancy at 03:04 see stats
Log
Azxil counter attacks Ghast with his shield shards!
Step 2
Will o' the wisp misses Azxil.
Ghast hits Azxil for 1 physical damage.
Azxil hits Ghast for 5 light, 4 fire, 93 nature (102 total damage).
Azxil hits Will o' the wisp for 32 nature damage.
Azxil killed Ghast!
Something receives 456 healing.
Lisith the elven warrior's physical stun area effect hits Ghoulking for 38 physical damage.
Lisith the elven warrior's physical stun area effect hits Will o' the wisp for 38 physical damage.
Lisith the elven warrior's physical stun area effect hits Zubara the ogre rune-spinner for 41 physical damage.
Lisith the elven warrior's physical stun area effect hits Azxil for 39 physical damage.
Azxil uses Infusion: Regeneration.
Azxil starts regenerating health quickly.
Azxil's projectile hits Will o' the wisp for 21 fire, 25 physical (47 total damage).
Lisith the elven warrior casts Lightning.
Lisith the elven warrior's spell attains critical power!
Lisith the elven warrior is surging arcane power.
Lisith the elven warrior hits Azxil for (53 resist armour), 733 lightning (734 total damage).
Azxil the level 26 dwarf stone warden was electrocuted to death by Lisith the elven warrior on level 2 of Dark crypt.
You have 3 life(s) left.
Azxil stops regenerating health quickly.
Azxil stops burning.
Azxil has finished recovering.
Azxil deactivates Shards.
Azxil's skin returns to normal.
Azxil is not silenced anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.