










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 16 / 64% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 46 (base 43) |
| Dexterity | 19 (base 11) |
| Constitution | 25 (base 25) |
| Magic | 10 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 30 (base 18) |
Resources
| Life | 478/478 |
| Stamina | 145/145 |
| Psi | 100/100 |
| Healing Factor | 1.1245178243369 |
| Regeneration | 2.530165104758 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 49 |
| Crit Chance | 18% |
| APR | 15 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Light | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 42.08934837382 (81.151787968034%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 24 |
| Physical Save | 37 |
| Spell Save | 19 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 16%( 70%) |
| Cold | + 23%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 18%( 70%) |
| Lightning | + 28%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 216 life over 5 turns. Its effects scale with your Strength stat. |
| 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. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.50 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
| talent | Berserker Rage |
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. | active |
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 Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | 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 gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed ice ant stinger. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots of evasion (3 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +3 (+2 eff.) Fatigue +2% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Mardufang2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.crit +1% Mind.pwr +15 (+7 eff.) Melee Ret 4 mind ----- def ----- Phys.save +3 (+1 eff.) Max.HP +40.00 ---------- misc Light +4 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 | linen wizard hat 'Arudara' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+6 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +15% temporal Phys.save +18 (+7 eff.) ---------- misc Max.stam +20.00 A pointy cloth hat, very wizardly... |
| Tool | powerful elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
| On fingers | warrior's steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% light ----- def ----- Armour +6 Resists +24% light Rings make your fingers look great! |
| Around waist | Winterpython1.0 T1 belt armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +2 Defense +10 (+5 eff.) Resists +5% fire +9% cold Phys.save +9 (+4 eff.) HP.reg +2.00 A belt that goes around your waist. |
| In main hand | balanced steel greatsword of phasing (128% power, 15 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 128% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +15 Crit +3.0% Atk.spd 100% Phasing +14% While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +9 (+5 eff.) Disarm- +28% Massive two-handed swords. |
| On hands | Coallace the hardened leather gloves (0 def, 6 armour)1.0 T2 hands armor [Rare] Disrupt While equipped: Stats +3 Dex dps ---------- Phys.crit +2.0% Res.pen +10% physical Acc +5 (+2 eff.) On Melee Ret: * 23 arcane resource burn ----- def ----- Armour +6 Resists +3% darkness Spell.save +12 (+6 eff.) ---------- misc Max.stam +30.00 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. |
| Main armor | cleansing steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +19% lightning +11% nature +12% blight A suit of armour made of metal plates. |
| Cloak | thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% light +10% darkness Blind- +26% Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 138; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 278; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 278 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 228; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 228 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
psionicist's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Mind.save +4 (+4 eff.) Rings make your fingers look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+6 eff.) Rings make your fingers look great! |
wizard's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Spell.save +6 (+3 eff.) Rings make your fingers look great! |
acidic iron battleaxe of massacre (127% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane/Master Power 127% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
Glitterborn the steel battleaxe (125% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Master Power 126% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +20 acid While equipped: dps ---------- Dmg.mod +9% light Acc +10 (+4 eff.) On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Defense +13 (+7 eff.) Disarm- +35% ---------- misc Light +1 Massive two-handed battleaxes. |
plaguebringer's steel greatmaul (134% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 While equipped: ----- def ----- Disease- +17% Massive two-handed mauls. |
thought-forged steel greatmaul of erosion (137% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature/Psionic Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 mind +12 nature On Hit: * 21% chance to reduce all saves and defense by 19 While equipped: Stats +2 Cun +3 Wil Massive two-handed mauls. |
iron greatsword (118% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 118% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
steel greatsword of massacre (141% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 35.57 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
iron plate armour of Eyal (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +7 Fatigue +22% Max.HP +20.00 HP.reg +2.00 Heal.mod +10% A suit of armour made of metal plates. |
Cinderspire the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Melee Ret 2 lightning 4 fire On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% lightning +9% fire +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Helen (5 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +2 Defense +5 (+3 eff.) Phys.save +12 (+5 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
Silesenor the pair of rough leather boots (0 def, 9 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +2.0% Dmg.mod +3% physical Apr +2 ----- def ----- Armour +9 Resists +7% lightning +6% temporal A pair of boots made of leather. |
Strikestreak (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +4% ----- def ----- Armour +1 Resists +6% fire +9% cold Blind- +20% ---------- misc Psi/ret +0.04 A pair of boots made of leather. |
Chumasus (27 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.crit +2% ----- def ----- Armour +3 Defense +27 (+13 eff.) Fatigue +2% Resists +3% blight +9% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Haredar the Gloommark (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% darkness Melee Ret 8 mind On Hit (Melee): * 10% chance to reduce damage dealt by 16% * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +3 Fatigue +2% Silence- +20% Confus- +23% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 35.57 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
restful rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 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. |
hardened leather gloves 'Dourflash' (0 def, 8 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Dex +3 Wil +3 Cun dps ---------- Phys.crit +2.0% Acc +11 (+4 eff.) ----- def ----- Armour +8 Resists +3% darkness ---------- misc Stam/turn +1.00 Max.stam +10.00 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. |
hardened leather gloves 'Splendourclash' (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +5% lightning +9% light Res.pen +10% light On Hit (Melee): * 20% chance to reduce armor by 8% ----- def ----- Armour +2 Resists +6% lightning +12% light +3% acid ---------- misc Light +1 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. |
Hellbright (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Str +1 Dex dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Res.pen +5% fire ----- def ----- Defense +1 (+1 eff.) Resists +6% fire ---------- misc Mana/turn +0.11 See.Invis +12 A pointy cloth hat, very wizardly... |
Rimenail the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Melee Ret 2 cold ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal +3% cold ---------- misc Equi/ret +0.04 A cap made of leather. |
rough leather cap 'Emelyletira' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal Crit.chn- 15.00% A cap made of leather. |
Duskreaper the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil dps ---------- Res.pen +5% mind Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +3% nature +6% cold ---------- misc Equi/ret +0.12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
148 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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 20% 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
quick iron torque of clear mind [power 1] (17 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
Floenight [power 150] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +20 (+5 eff.) Res.pen +10% arcane +5% cold ---------- misc Mana/s.crit +2.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 150 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By zerk the Cornac Berserker level 10
4th Haze 122nd year of Ascendancy at 18:37 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By zerk the Cornac Berserker level 10
4th Haze 122nd year of Ascendancy at 18:35 see stats
Log
You gain 6.92 gold from the transmogrification of Kilnhacker (2 def, 4 armour).
You gain 0.50 gold from the transmogrification of rough leather armour (3 def, 2 armour).
You gain 0.95 gold from the transmogrification of cleansing rough leather armour (3 def, 2 armour).
You gain 1.60 gold from the transmogrification of shimmering woollen robe of light (+16%) (0 def, 0 armour).
You gain 1.14 gold from the transmogrification of reinforced steel shield of lightning resistance (+19%) (0 def, 6 armour, 63.5 block).
You gain 1.18 gold from the transmogrification of reinforced steel shield of fire resistance (+18%) (0 def, 7 armour, 63.5 block).
You gain 3.00 gold from the transmogrification of Coral Spray (8 def, 8 armour, 48 block).
You gain 3.46 gold from the transmogrification of mighty elm longbow of cold.
You gain 2.00 gold from the transmogrification of Eye of Summer (94% power, 18 apr, fire damage).
You gain 1.20 gold from the transmogrification of arcing steel dagger of massacre (116% power, 6 apr).
You gain 1.97 gold from the transmogrification of iron waraxe of paradox (104% power, 2 apr).
You gain 0.95 gold from the transmogrification of acidic iron waraxe of massacre (114% power, 2 apr).
You gain 3.02 gold from the transmogrification of balanced iron battleaxe (104% power, 1 apr).
You gain 3.29 gold from the transmogrification of surging ash starstaff of power (111% power, 3 apr, temporal element).
You gain 4.13 gold from the transmogrification of short ash magestaff of illumination (111% power, 3 apr, arcane element).
You gain 3.30 gold from the transmogrification of cruel ash magestaff of might (111% power, 3 apr, cold element).
You gain 2.22 gold from the transmogrification of psionicist's steel ring of power.
You gain 1.03 gold from the transmogrification of insulating steel amulet of cunning (+2).
You gain 3.16 gold from the transmogrification of cleansing steel amulet of cunning (+3).
You gain 8.83 gold from the transmogrification of Mardugas.
You gain 1.65 gold from the transmogrification of biting gale rune of the wizard (damage 52; dur 4; cd 18).
You gain 2.01 gold from the transmogrification of blink rune of the titan (range 5; phase 13; cd 15).
You gain 2.15 gold from the transmogrification of blink rune of the sneak (range 4; phase 17; cd 18).
You gain 1.50 gold from the transmogrification of wild infusion of the duelist (res 20%; mental; dur 3; cd 10).
You gain 1.00 gold from the transmogrification of wild infusion (res 16%; physical; dur 3; cd 14).
You gain 1.12 gold from the transmogrification of healing infusion of the duelist (heal 81; cd 11).
There is a collapsed tower 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.














































































