Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Items Vault 1.5.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Rogue |
Level / Exp | 16 / 12% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 59 (base 41) |
Dexterity | 46 (base 25) |
Constitution | 19 (base 10) |
Magic | 15 (base 10) |
Willpower | 10 (base 10) |
Cunning | 37 (base 18) |
Resources
Life | 581/581 |
Positive | 46/75 |
Stamina | 158/158 |
Healing Factor | 1.3214285714286 |
Regeneration | 9.1057216820026 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +102.4% |
Vision
Sight | 10 |
Lite | -995 |
Infravision | 6 |
See Stealth | 40.020402716974 |
See Invisible | 41.020402716974 |
Stealth | 29.203591937537 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 103 |
Accuracy | 44 |
Crit Chance | 10% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 26 |
Accuracy | 44 |
Crit Chance | 14% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +7% |
Fire | +6% |
Acid | +5% |
Mind | +5% |
Nature | +12% |
Defense: Base
Armour (hardiness) | 17 (38.536585365854%) |
Defense | 34 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 31 |
Mental Save | 26 |
Defense: Resistances
Acid | + 11%( 70%) |
Light | + 11%( 70%) |
Blight | + 8%( 70%) |
Arcane | + 10%( 70%) |
Nature | + 8%( 70%) |
All | + 5%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 46% |
Silence Resistance | 22% |
Confusion Resistance | 21% |
Stun Resistance | 22% |
Pinning Resistance | 20% |
Poison Resistance | 15% |
Knockback Resistance | 22% |
Inscriptions (4/4)
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 mental or physical effect and reduce all damage taken by 10% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 280 damage for 3 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 146 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 479% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
talent | Stealth |
talent | Chant of Fortitude |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 3.0 and stamina regeneration by 1.2. Soothing Darkness |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Parrying melee and ranged attacks: Has a 53% chance to deflect up to 12 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+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 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 |
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 the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed snow giant kidney. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed xorn fragment. * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Polille (3 def, 3 armour) Polille (3 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Damage when hit (Melee): 4 blight Changes stats: +1 Str / +3 Dex Physical save: +3 (+1 eff.) Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +22% Maximum life: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Dairuhell DairuhellInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% blight / +3% nature / +5% arcane Spell save: +15 (+8 eff.) Mental save: +12 (+6 eff.) Light radius: +2 See stealth: +7 See invisible: +5 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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 | bladed rough leather cap of trickery (0 def, 1 armour) bladed rough leather cap of trickery (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +3 Dex / +3 Cun It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 142.2 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
On hands | Sootwend the rough leather gloves (0 def, 1 armour) Sootwend the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Life regen: +1.30 Stamina each turn: +0.60 Maximum stamina: +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | hateful steel torque of psychoportation [power 27] (27 cooldown) hateful steel torque of psychoportation [power 27] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 27), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | marksman's gold ring of tenacity marksman's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Disarm immunity: +24% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +23.00 Rings can have magical properties. |
On fingers | copper ring 'Siliwen' copper ring 'Siliwen'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Changes stats: +5 Str / +5 Con Changes resistances penetration: +5% mind Mindpower: +6 (+2 eff.) Healing mod.: +15% Rings can have magical properties. |
Around neck | Aeronor the copper amulet Aeronor the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +1 Str / +3 Cun / +1 Con Grants telepathy: Dragon Life regen: +1.00 Infravision radius: +3 Amulets can have magical properties. |
In main hand | hateful dwarven-steel greatmaul of nature (44-66 power, 2 apr) hateful dwarven-steel greatmaul of nature (44-66 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +16 darkness Damage against: +7% Living When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +12% nature Massive two-handed mauls. |
Around waist | rough leather belt 'Kilngasher' rough leather belt 'Kilngasher'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Mag / +1 Wil / +3 Cun Changes damage: +6% fire Grants telepathy: Humanoid/Orc Maximum life: +32.00 Infravision radius: +2 See invisible: +3 A belt that goes around your waist. |
In off hand | Eremosahir (19-24.7 power, 7 apr) Eremosahir (19-24.7 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10% chance to daze at end of turn Burst (radius 2) on crit: +7 fire When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +4 (+2 eff.) Changes stats: +5 Str / +6 Dex / +2 Mag / +1 Wil / +2 Cun / +3 Con Changes resistances: +6% acid Changes resistances penetration: +7% lightning / +6% fire Reduces incoming crit damage: 5.00% Poison immunity: +15% Disarm immunity: +22% Global speed: +2% Sharp, short and deadly. |
Cloak | Brightsweep (1 def, 0 armour) Brightsweep (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to blind * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 light Changes stats: +2 Cun / +1 Dex Changes resistances: +6% light Changes resistances penetration: +5% acid Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | duelist's cured leather armour of Eyal (5 def, 8 armour) duelist's cured leather armour of Eyal (5 def, 8 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +7% Changes stats: +4 Cun / +4 Dex Life regen: +1.30 Maximum life: +45.00 Healing mod.: +10% A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 164) healing infusion of the duelist (heal 164)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity 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. |
healing infusion of the sneak (heal 137) healing infusion of the sneak (heal 137)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 137 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning 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. |
wild infusion (resist 14%; cure magical, physical) wild infusion (resist 14%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 14% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
shielding rune of the duelist (absorb 230 for 3 turns) shielding rune of the duelist (absorb 230 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 spell Description: Activate the rune to create a protective shield absorbing at most 230 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
mule's copper ring of perseverance mule's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
dwarven-steel dagger 'Abysszephyr' (16-20.8 power, 7 apr) dwarven-steel dagger 'Abysszephyr' (16-20.8 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +12 fire Burst (radius 1) on hit: +8 fire When wielded/worn: Changes resistances: +15% temporal Changes resistances penetration: +20% temporal Changes damage: +6% fire Sharp, short and deadly. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Bogblast the linen cloak (1 def, 0 armour) Bogblast the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes stats: +2 Str / +2 Con Changes resistances: +6% nature / +6% fire Changes damage: +6% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Strikewreck (0 def, 3 armour) Strikewreck (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Changes resistances penetration: +5% nature Changes damage: +6% lightning Spellpower: +3 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Smearsear' (3 def, 3 armour) pair of iron boots 'Smearsear' (3 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes resistances: +21% lightning / +6% cold / +5% arcane Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Eremegodar' (9 def, 1 armour) pair of rough leather boots 'Eremegodar' (9 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +1 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: -5% Changes stats: +3 Cun Changes resistances: +6% fire / +6% cold A pair of boots made of leather. |
rough leather gloves 'Hellsfear' (0 def, 1 armour) rough leather gloves 'Hellsfear' (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 6 temporal Changes stats: +1 Dex / +1 Wil / +1 Cun Changes resistances: +6% temporal Changes resistances penetration: +15% fire Changes damage: +3% temporal Grants telepathy: Humanoid/Orc Light radius: +3 See invisible: +9 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aeroda the Growdeath (0 def, 1 armour) Aeroda the Growdeath (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 nature Changes resistances: +3% acid Changes resistances penetration: +5% nature Changes damage: +12% acid Physical save: +11 (+5 eff.) A cap made of leather. |
Xeroriana (0 def, 1 armour) Xeroriana (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +3 (+1 eff.) Armour: +1 Fatigue: -3% Changes stats: +3 Str / +2 Cun / +3 Con Maximum stamina: +20.00 See invisible: +3 A cap made of leather. |
Gilidemnir the Torchbraze (dig speed 36 turns) Gilidemnir the Torchbraze (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +1 Str Changes resistances: +10% nature Changes resistances penetration: +5% fire / +15% physical Changes damage: +5% nature Critical mult.: +6.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (50 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Zerisalach the brass lantern Zerisalach the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str / +4 Dex / +4 Wil / +1 Cun Changes damage: +6% mind / +6% acid Grants telepathy: Demon/Minor Demon/Major Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Hellpeal' brass lantern 'Hellpeal'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 16 blight Changes stats: +1 Mag Changes damage: +6% fire Mana when firing critical spell: +3.00 Maximum life: +43.00 Maximum mana: +20.00 Maximum vim: +20.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/2) Rod of Recall (1/2)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 176 power out of 265/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
rushing yew totem of cure ailments [power 2] (9 cooldown) rushing yew totem of cure ailments [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
ametrine 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. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Hadashin the Ogre Rogue level 10
26th Dusk 122nd year of Ascendancy at 08:21 see stats
By Hadashin the Ogre Rogue level 15
76th Dusk 122nd year of Ascendancy at 22:13 see stats
By Hadashin the Ogre Rogue level 10
30th Dusk 122nd year of Ascendancy at 16:56 see stats
By Hadashin the Ogre Rogue level 8
8th Dusk 122nd year of Ascendancy at 17:27 see stats
Log
Resting starts...
Talent Stealth is ready to use.
Hadashin activates Stealth.
You are yanked out of this place!
Rested for 41 turns (stop reason: dialog is displayed).
You gain 0.30 gold from the transmogrification of hateful iron torque of thermal psionic shield [power 23] (18 cooldown).
You gain 0.95 gold from the transmogrification of iron pickaxe of endurance (dig speed 36 turns).
You gain 1.47 gold from the transmogrification of deflecting iron shield of arcane resistance (+10%) (9 def, 2 armour, 19 block).
You gain 1.18 gold from the transmogrification of cured leather armour of resilience (2 def, 4 armour).
You gain 1.30 gold from the transmogrification of prismatic iron helm of strength (+3) (0 def, 3 armour).
You gain 9.80 gold from the transmogrification of Manukan the Shinekiller (0 def, 1 armour).
You gain 2.00 gold from the transmogrification of radiant rough leather gloves of dexterity (+2) (0 def, 1 armour).
You gain 0.91 gold from the transmogrification of radiant iron gauntlets (0 def, 1 armour).
You gain 11.84 gold from the transmogrification of pair of iron boots 'Zanuroddarim' (3 def, 3 armour).
You gain 0.25 gold from the transmogrification of pair of iron boots (0 def, 3 armour).
You gain 9.82 gold from the transmogrification of linen robe 'Furnacevalor' (0 def, 0 armour).
You gain 7.11 gold from the transmogrification of Phoenixstone.
You gain 10.62 gold from the transmogrification of Dimterror the rough leather sling.
You gain 1.00 gold from the transmogrification of mossy mindstar of life (3-3.3 power, 12 apr, mind damage).
You gain 9.18 gold from the transmogrification of Sparkscar (6-6.6 power, 18 apr, mind damage).
You gain 2.00 gold from the transmogrification of Eye of Summer (8-8.8 power, 18 apr, fire damage).
You gain 2.37 gold from the transmogrification of arcing iron greatsword of erosion (17.5-28 power, 1 apr).
You gain 3.34 gold from the transmogrification of insidious iron dagger of vileness (10-13 power, 5 apr).
You gain 0.05 gold from the transmogrification of copper amulet.
There is a Way into the heart of the gloom 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.
Hadashin deactivates Stealth.
Hadashin deactivates Chant of Fortitude.