









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Brawler |
| Level / Exp | 11 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by elven tempest at level 11 on the 1st Summertide 122nd year of Ascendancy at 01:19 / 1 |
Primary Stats
| Strength | 32 (base 13) |
| Dexterity | 41 (base 29) |
| Constitution | 43 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 42 (base 30) |
Resources
| Life | -19/469 |
| Stamina | 150/162 |
| Healing Factor | 1.4497742564935 |
| Regeneration | 3.2619920771103 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
Offense: Barehand
| Damage | 55 |
| Accuracy | 44 |
| Crit Chance | 22% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Light | +10% |
| Physical | +6% |
| Cold | +3% |
| Fire | +4% |
Offense: Damage Penetration
| Temporal | +10% |
| Light | +5% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 21 (35.65183292883%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 1.7763568394003E-15 |
| Physical Save | 26 |
| Spell Save | 28 |
| Mental Save | 20 |
Defense: Resistances
| Nature | + 12%( 70%) |
| Acid | + 15%( 70%) |
| Light | + 30%( 70%) |
| Darkness | + 3%( 70%) |
| Blight | + 13%( 70%) |
| Cold | + 3%( 70%) |
| Fire | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Poison Resistance | 27% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 204 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 / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 |
Equipment
| On feet | Mayora the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil +3 Con dps ---------- Phys.crit +1.0% On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +3% acid HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | cinder iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 fire Dmg.mod +4% fire Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% fire Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +7.0% Atk.spd 100% On Crit.r2 +5 fire On Hit: 10% Fire Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Dourspawn the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +15% darkness Melee Ret 4 fire On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +3 Fatigue +5% Resists +6% fire Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 77.0 Physical damage. If the attack hits, the target is confused (37% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron pickaxe 'Gleamrage' (dig speed 39 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% cold Res.pen +5% light +10% temporal Melee Ret 6 light On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -5% ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +4 Rings make your fingers look great! |
| On fingers | Adyrada the Serpenttrial0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +3 Dex +4 Con dps ---------- Res.pen +10% nature Acc +6 (+2 eff.) ----- def ----- Resists +3% darkness +12% acid Spell.save +23 (+12 eff.) ---------- misc Max.stam +24.00 Rings make your fingers look great! |
| Around neck | cleansing steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Cun ----- def ----- Resists +12% nature +10% blight Poison- +27% Disease- +20% Amulets make your neck look great! |
| Main armor | Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
| Light source | 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.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | Glacierglory (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Dex +2 Wil dps ---------- Melee Ret 2 cold ----- def ----- Defense +7 (+2 eff.) Resists +3% cold Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Relgugas1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +3.0% Phys.pwr +2 (+1 eff.) Dmg.mod +6% physical ----- def ----- Armour +4 Resists +3% blight Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Inventory
manasurge rune of the warrior (regen 865% over 10 turns; mana 43; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 865% for 10 turns (0 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Freezeravager (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% darkness +6% cold Acc +15 (+5 eff.) ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Stam/turn +2.00 Max.stam +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elm starstaff of illumination (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane/Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) S.pwr/crit +3 Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 36.87 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of greater warding (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% light ----- def ----- Armour +6 Defense +7 (+2 eff.) ---------- misc Wards +3 light Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron greatmaul (18-26 power, 1 apr)5.0 T1 greatmaul 2H weapon [Normal] Power 17.5 - 26.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
Beufast the iron greatsword (18-30 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Psionic Power 18.5 - 29.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 darkness Against +9% Living While equipped: Stats +1 Str +1 Mag dps ---------- Mind.crit +4% Phys.pwr +5 (+2 eff.) Dmg.mod +6% mind Apr +1 Massive two-handed swords. |
Chillresolve the steel greatsword (26-41 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +7 fire On Hit: * Create an explosion dealing 15 cold damage (1/turn) * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +10% cold Res.pen +10% arcane +10% cold Melee Ret 2 arcane ----- def ----- Resists +3% cold Massive two-handed swords. |
Unlightbutcher (12-18 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% acid Res.pen +5% darkness +7% all Acc +6 (+2 eff.) Apr +5 Melee Ret 4 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 15% Blunt and deadly. |
iron mace of paradox (14-19 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 temporal While equipped: ----- def ----- Resists +6% temporal Blunt and deadly. |
iron waraxe of massacre (16-22 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
steel waraxe 'Shadewasp' (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Disrupt/Master/Psionic Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 mind On Hit: * 11% chance to reduce all saves and defense by 17 * 6% chance to slow global speed by 43% * 10% chance to reduce damage dealt by 15% While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +9% darkness Melee Ret 2 darkness One-handed war axes. |
arcing iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
mossy mindstar (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of life (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +13.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steady elm longbow4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: dps ---------- Phys.crit +3.0% Acc +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
cured leather sling of lightning4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 lightning While equipped: dps ---------- Dmg.mod +9% lightning Slings are used to hurl stones or metal shots at your foes. |
quiver of elm arrows of vileness (14/14, 12-18 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 12.5 - 17.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 14 Ranged+ +8 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows of vileness (18/18, 12-16 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 11.5 - 16.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 18 Ranged+ +11 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 5 Arrows are used with bows to pierce your foes to death. |
arcing pouch of steel shots (5/20, 22-26 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
dwarven-steel shield of cold resistance (+17%) (0 def, 6 armour, 86 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +9% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of the mountain (+10%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +10% physical ----- def ----- Resists +9% all +10% physical Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% light +12% darkness A suit of armour made of leather. |
prismatic rough leather armour of spell shielding (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +5% arcane +11% light +10% darkness Spell.save +11 (+6 eff.) A suit of armour made of leather. |
prismatic cured leather armour of clarity (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +5% mind +11% light +10% darkness Mind.save +13 (+6 eff.) A suit of armour made of leather. |
iron mail armour of lightning resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
Crackleparry (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning +3% acid Melee Ret 6 lightning On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Defense +7 (+2 eff.) Resists +9% light +3% lightning Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flamewreath (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire +15% temporal Res.pen +5% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue -3% Resists +3% temporal Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isota the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% temporal +11% light +3% mind ----- def ----- Defense +1 (+0 eff.) Resists +16% light +6% temporal ---------- misc Hate/m.crit +3.00 Max.hate +4.00 A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% fire Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
miner's rough leather cap (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
5 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. |
4 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
4 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. |
202 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. |
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. |
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. |
powerful iron torque of gale force [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 106 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
evasive elm wand of lightning storm [power 122] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By GYAH the Halfling Brawler level 10
8th Mirth 122nd year of Ascendancy at 17:24 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By GYAH the Halfling Brawler level 7
79th Pyre 122nd year of Ascendancy at 01:35 see stats
Log
GYAH hits Fire drake hatchling for 104 physical damage.
Melee retaliation hits GYAH for (2 flat reduction), 0 fire, (2 flat reduction), 0 fire (0 total damage).
GYAH killed Fire drake hatchling!
GYAH stops regenerating health quickly.
GYAH picks up (x.): prismatic rough leather armour of spell shielding (3 def, 2 armour).
You pickup 0.75 gold pieces.
Talent Double Strike is ready to use.
Resting starts...
Talent Infusion: Regeneration is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
GYAH lashes out with a spinning backhand.
Elven tempest vanishes from sight.
Elven tempest deactivates Secrets of the Eternals.
GYAH hits Elven tempest for 130 physical, 20 arcane, 6 fire, 16 light (172 total damage).
Elven tempest casts Lightning.
Thunderstorm hits GYAH for (10 flat reduction), 13 lightning (13 total damage).
Elven tempest hits GYAH for (10 flat reduction), 178 lightning (178 total damage).
LIFE LOST WARNING!
GYAH uses Infusion: Healing.
GYAH receives 72 healing from Infusion: Healing.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Thunderstorm hits GYAH for (10 flat reduction), 54 lightning (54 total damage).
Something hits GYAH for (10 flat reduction), 318 lightning (318 total damage).
GYAH the level 11 halfling brawler was zapped to death by an elven tempest on level 2 of Rhaloren Camp.































































































