Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Bull |
| Class | Minotaur |
| Level / Exp | 12 / 78% |
| Size | big |
| Lifes / Deaths | Killed by thief at level 7 on the 9th Flare 122nd year of Ascendancy at 22:59 2 / 2Killed by ritch flamespitter at level 12 on the 46th Dusk 122nd year of Ascendancy at 18:37 |
Primary Stats
| Strength | 34 (base 31) |
| Dexterity | 10 (base 10) |
| Constitution | 22 (base 13) |
| Magic | 11 (base 10) |
| Willpower | 15 (base 14) |
| Cunning | 30 (base 26) |
Resources
| Life | 586/586 |
| Fury | 52/52 |
| Stamina | 146/146 |
| Equilibrium | 0 |
| Healing Factor | 1.64375 |
| Regeneration | 5.3421875 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 30 |
| Crit Chance | 14% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +4% |
| Physical | +22% |
| Acid | +9% |
Defense: Base
| Armour (hardiness) | 32.14871898333 (75.956650000769%) |
| Defense | 29 |
| Ranged Defense | 31 |
| Fatigue | 32 |
| Physical Save | 25 |
| Spell Save | 38 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 5%( 70%) |
| Mind | + 13%( 70%) |
| All | + 2%( 70%) |
| Lightning | + 15%( 70%) |
| Light | -10%( 70%) |
| Temporal | + 8%( 70%) |
| Darkness | + 9%( 70%) |
| Cold | + 35%( 70%) |
| Fire | 0%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Disarm Resistance | 53% |
| Confusion Resistance | 42% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (0/0)
Class Talents
| Wild-heart / Severance | 1.10 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-heart / Brute Force | 1.10 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Wild-heart / Seismancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-child / Metal Rending | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Ego / Bull | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Stone Flesh | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Wild-heart / Hoarding Beast | 1.10 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Natural Combat | 0.90 |
| 0/10 |
| 1/10 |
| 1/10 |
| 0/10 |
| 0/10 |
| 0/10 |
| 3/10 |
| 0/10 |
| Wild-child / Cold-Blooded | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-child / Wealth | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 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 |
| beneficial effect | You have copper ring of sensing in your mouth: ClaspingType: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +22% Infravision radius: +3 See stealth: +5 See invisible: +7 |
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 lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature Hardened (+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 |
In an attempt to solve the mystery of your being, The Summoner has commanded you to explore some nearby places. Jogging memories (part 1)- You have, indeed, confirmed the presence of trolls. Though, you already knew that. - There was the Shade of an old sorcerer within. Keyword: 'Was'. - You have visited Derth. As he said, they were accommodating, despite yourself being an incandescently-glowing monster. | done |
It seems The Summoner is safe. More importantly, he has new tasks in mind for you: Jogging memories (part 2)The Old Forest is just south of the town of Derth. The Maze is to the west of Derth. The Sandworms' Lair is to the far west of Derth, near the sea. The Daikara is far to the east of Derth, past the Thaloren forest. * You must explore the Old Forest and quell the Treant's restlessness. * You must explore the Maze and challenge the Minotaur within. * You must explore the Sandworm Lair and commune with the Queen. * You must explore the Daikara and meet the Dragon at the summit. | active |
They say in the cycle of reincarnation, karma chooses your new form based on the choices you made in a previous life. Reflections: Dignity LostWith that said, you have become a Minotaur. What could this possibly mean...? *** Honour You feel ashamed and, somehow, need to free up this guilt... Time for some mercenary work! - You offered to bring an apprentice mage a precious artifact. - You offered to put down some beast that is slaughtering some lumberjacks. *** Bodyguard Someone out there ALWAYS needs protecting-- It's only a matter of finding out who... - On Floor 2 of Ruins of Kor'Pul, you found the lost warrior. * With your aid, the lost warrior reached the portal! | 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 within5 lumberjacks have died. | done |
You are in the body of a wilder's summon! To he who calls- The Summoner is safe from his enemies. - The Summoner is going to relocate to a safer place. Find his new place and you can discuss with him what has happened to you... | done |
Equipment
| On hands | iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Damage (Melee): +4 arcane Burst (radius 2) on crit: +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Salekira (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +3 Cun / +3 Wil Changes resistances: +1% physical Changes damage: +12% physical Physical save: +3 (+1 eff.) Mindpower: +3 (+2 eff.) Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tail slot | defiled ash wand of conjuration [power 157] (8/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +5.00 It can be used to fire a bolt of a random element with (base) damage 78 to 157, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 10 turns) 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. |
| In mouth | copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +22% Infravision radius: +3 See stealth: +5 See invisible: +7 Rings can have magical properties. |
| Around waist | 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. |
| Main armor | iron plate armour 'Eleyann' (6 def, 15 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +15 Defense: +6 (+3 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +27% Changes stats: +6 Con Changes resistances: +2% physical / -12% light / +6% fire / +6% temporal / +7% darkness Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) Spell save: +35 (+12 eff.) Mental save: +6 (+3 eff.) Silence immunity: +20% A suit of armour made of metal plates. |
| In main hand | balanced dwarven-steel greatsword of dampening (37-59.2 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +10 (+5 eff.) Changes resistances: +10% acid / +12% fire / +13% lightning / +14% cold Spell save: +10 (+4 eff.) Disarm immunity: +43% Massive two-handed swords. |
| Light source | bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+3 eff.) Light radius: +4 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | resilient cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Maximum life: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Broduruidig'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% mind / +12% nature Changes damage: +9% acid Mental save: +6 (+3 eff.) Disarm immunity: +10% Confusion immunity: +42% Amulets can have magical properties. |
Inventory
wild infusion of the wizard (resist 21%; cure mental)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: 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 21% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
Rune of Reflection (absorb and reflect 155 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 155 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
This item will automatically be transmogrified when you leave the level.cleansing copper amulet Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +12% blight Poison immunity: +23% Disease immunity: +21% Amulets can have magical properties. |
marksman's gold ring of arcana(+0.15/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +5 Dex Silence immunity: +25% Mana each turn: +0.15 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.iron dagger (9-11.7 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.acidic iron greatsword (18-28.8 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.iron mace (11.5-16.1 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Isyna the Vilekiller (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +12 mind When wielded/worn: Changes resistances penetration: +5% nature Changes damage: +10% arcane Talent granted: +1 Command Staff Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum psi: +20.00 Spellpower: +3 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Murkknave (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +2 Cun Changes resistances: +6% darkness / +12% cold Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.pair of rough leather boots 'Lustreraven' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes resistances: +3% mind Changes resistances penetration: +10% light Changes damage: +3% mind Maximum encumbrance: +23 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.polar rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 cold Changes resistances: +6% cold Changes damage: +4% cold When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Burst (radius 2) on crit: +5 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Gleampower the rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to blind Changes resistances: +7% lightning / +5% temporal / +1% physical Changes resistances penetration: +5% physical Maximum stamina: +5.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Phoenixwreath (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +3% acid / +3% fire / +3% light Changes damage: +18% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Samivon (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane / 8 temporal Changes stats: +3 Str / +3 Con Changes resistances: +5% arcane Changes resistances penetration: +10% temporal Physical save: +9 (+4 eff.) Mental save: +10 (+5 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+2 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 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. |
This item will automatically be transmogrified when you leave the level.Uluhor the pouch of iron shots (25/25, 14-16.8 power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 25 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn Damage (Ranged): +11 fire Burst (radius 2) on crit: +6 fire Shots are used with slings to pummel your foes to death. |
Bandit's Ledger Bandit's Ledger1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 2 When carried: Talent mastery: +0.20 Wild-child / Cold-Blooded A trophy from The Possessed. They were killed by 68 PHYSICAL damage from a standard attack. You estimate its worth at 7.45 gold. Hm? A ledger... It seems he was thinking the very same thing YOU were! |
Bill's Brawn Bill's Brawn1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 2 When carried: Physical power: +5 (+1 eff.) Changes resistances: -10% fire Changes damage: +10% physical A trophy from Bill the Stone Troll. They were killed by 8 TEMPORAL damage from something unknown. You estimate its worth at 8.81 gold. Even long after this arm was severed, the muscles still remain tense and taut... |
Hedge-Wizard's Guile Hedge-Wizard's Guile5.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 1 This object's power will not recharge. It can be used to attempt to invoke the Shielding Rune (power based on your level), costing 10 power out of 100/100. A trophy from Forest Troll Hedge-Wizard. They were killed by 148 PHYSICAL damage from the Fissure talent. You estimate its worth at 6.78 gold. This troll was EXCEPTIONALLY clever-- Or, was it just this Shielding Rune inscribed into its skull...? |
Prox's Vigour Prox's Vigour1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 2 When carried: Physical power: +5 (+1 eff.) Changes resistances: -10% fire Life regen: +3.00 Healing mod.: +10% A trophy from Prox the Mighty. They were killed by 8 TEMPORAL damage from something unknown. You estimate its worth at 9.49 gold. This scabby troll's ear STILL seems to be trying to reattach to its former body... |
This item will automatically be transmogrified when you leave the level. Trophy of Bethema the rattlesnakeTrophy of Bethema the rattlesnake 1.00 Encumbrance. Type: treasure / trophy ; tier 1 A trophy from Bethema the rattlesnake. They were killed by 288 PHYSICAL damage from something unknown. You estimate its worth at 6.98 gold. This one was special-- The Animal/Snake that could perform Rogue talents. Unusual, indeed... |
This item will automatically be transmogrified when you leave the level. Trophy of Elura the green worm massTrophy of Elura the green worm mass 1.00 Encumbrance. Type: treasure / trophy ; tier 1 A trophy from Elura the green worm mass. They were killed by 93 PHYSICAL damage from a standard attack. You estimate its worth at 6.98 gold. This one was special-- The Vermin/Worms that could perform Marauder talents. Unusual, indeed... |
This item will automatically be transmogrified when you leave the level. Trophy of Emulenor the giant white antTrophy of Emulenor the giant white ant 1.00 Encumbrance. Type: treasure / trophy ; tier 2 A trophy from Emulenor the giant white ant. They were killed by 169 PHYSICAL damage from the Widest Cleave talent. You estimate its worth at 8.38 gold. This one was special-- The Insect/Ant that could perform Marauder talents. Unusual, indeed... |
This item will automatically be transmogrified when you leave the level. Trophy of Nerilaith the grizzly bearTrophy of Nerilaith the grizzly bear 1.00 Encumbrance. Type: treasure / trophy ; tier 2 A trophy from Nerilaith the grizzly bear. They were killed by 152 PHYSICAL damage from a standard attack. You estimate its worth at 7.68 gold. This one was special-- The Animal/Bear that could perform Summoner talents. Unusual, indeed... |
This item will automatically be transmogrified when you leave the level. Trophy of Polowe the blue jellyTrophy of Polowe the blue jelly 1.00 Encumbrance. Type: treasure / trophy ; tier 2 A trophy from Polowe the blue jelly. They were killed by 79 PHYSICAL damage from a standard attack. You estimate its worth at 8.38 gold. This one was special-- The Immovable/Jelly that could perform Cursed talents. Unusual, indeed... |
Trophy of Z'quikzshl the skeletal mold Trophy of Z'quikzshl the skeletal mold1.00 Encumbrance. [Unique] Type: treasure / trophy ; tier 2 A trophy from Z'quikzshl the skeletal mold. They were killed by 75 PHYSICAL damage from a standard attack. You estimate its worth at 8.13 gold. |
This item will automatically be transmogrified when you leave the level. Trophy of Zubayakira the white worm massTrophy of Zubayakira the white worm mass 1.00 Encumbrance. Type: treasure / trophy ; tier 1 A trophy from Zubayakira the white worm mass. They were killed by 150 PHYSICAL damage from something unknown. You estimate its worth at 6.98 gold. This one was special-- The Vermin/Worms that could perform Brawler talents. Unusual, indeed... |
This item will automatically be transmogrified when you leave the level. Trophy of a Black crystalTrophy of a Black crystal 1.00 Encumbrance. Type: treasure / trophy ; tier 1 A trophy from a Black crystal. They were killed by 224 PHYSICAL damage from the Fissure talent. You estimate its worth at 0.94 gold. |
This item will automatically be transmogrified when you leave the level. Trophy of a Brown bearTrophy of a Brown bear 1.00 Encumbrance. Type: treasure / trophy ; tier 1 A trophy from a Brown bear. They were killed by 73 PHYSICAL damage from a standard attack. You estimate its worth at 0.84 gold. |
This item will automatically be transmogrified when you leave the level. Trophy of a Cave bearTrophy of a Cave bear 1.00 Encumbrance. Type: treasure / trophy ; tier 1 A trophy from a Cave bear. They were killed by 220 PHYSICAL damage from the Widest Cleave talent. You estimate its worth at 1.05 gold. |
This item will automatically be transmogrified when you leave the level. Trophy of a Cave bearTrophy of a Cave bear 1.00 Encumbrance. Type: treasure / trophy ; tier 2 A trophy from a Cave bear. They were killed by 73 PHYSICAL damage from a standard attack. You estimate its worth at 1.15 gold. |
This item will automatically be transmogrified when you leave the level. Trophy of a Red crystalTrophy of a Red crystal 1.00 Encumbrance. Type: treasure / trophy ; tier 1 A trophy from a Red crystal. They were killed by 224 PHYSICAL damage from the Fissure talent. You estimate its worth at 1.05 gold. |
5 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Varyn the Bull Minotaur level 12
19th Dusk 122nd year of Ascendancy at 19:48 see stats
Fast Curse Dispel (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Varyn the Bull Minotaur level 12
19th Dusk 122nd year of Ascendancy at 19:48 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Varyn the Bull Minotaur level 10
2nd Dusk 122nd year of Ascendancy at 22:20 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Varyn the Bull Minotaur level 7
5th Flare 122nd year of Ascendancy at 01:48 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Varyn the Bull Minotaur level 12
40th Dusk 122nd year of Ascendancy at 01:35 see stats
Log
Varyn is no longer trapped in a fissure.
Varyn steals life from White worm mass!
Varyn hits White worm mass for 10 physical damage.
Layirin the white worm mass hits Varyn for (18 sturdiness), 152 mind (152 total damage).
White worm mass hits Varyn for (6 sturdiness), 1 physical, 1 healing (1 total damage) [1 healing].
Varyn misses Varyn's Inner Demon.
Varyn's anger explodes!!
Heat Up misses Varyn's Inner Demon.
Varyn's Inner Demon's body resonates with Varyn's weapon; it's vibrating intensely!!
Varyn is disarmed!
Ritch flamespitter spits flames!
Ritch flamespitter hits Varyn for (6 sturdiness), 84 fire (84 total damage).
Varyn the level 12 bull minotaur was flamed to death by a ritch flamespitter on level 1 of Scintillating Caves.
You have 2 life(s) left.
Varyn deactivates Unravel Metal.
The metal unravels from your body!
Varyn deactivates Heat Up.
Varyn deactivates Weapon Grip.
Varyn is freed from the demons.
Varyn rearms.
Varyn seems exhausted...
Varyn deactivates Swordbreaker.
Varyn deactivates Abs of Steel.
Varyn speeds back up.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Ritch flamespitter killed Varyn!
Saving done.











































