Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.4.8Donators/Buyers bonus! Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 14 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by Xytira the giant carpenter ant at level 14 on the 28th Dusk 122nd year of Ascendancy at 02:48 / 1 |
Primary Stats
| Strength | 23 (base 15) |
| Dexterity | 32 (base 29) |
| Constitution | 30 (base 24) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 24 (base 23) |
Resources
| Life | -4/380 |
| Stamina | 121/134 |
| Healing Factor | 1.4 |
| Regeneration | 5.6057644562916 |
Speed
| Mental | -30.434782608696% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 47 |
| Crit Chance | 47% |
| APR | 45 |
| Speed | 1.15 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 5% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 23.06 (63.098591549296%) |
| Defense | 27 |
| Ranged Defense | 28 |
| Fatigue | 12 |
| Physical Save | 30 |
| Spell Save | 9 |
| Mental Save | 20 |
Defense: Resistances
| All | + 27%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
| Poison Resistance | 10% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Dexterity stat. |
| 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 189 life over 5 turns. Its effects scale with your Cunning stat. |
| 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 and cleanse 1 wound and poison effect. |
Class Talents
| Technique / Archery - bows | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 0.90 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery excellence | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery - slings | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Aim |
| beneficial effect | The target is out of phase with reality, increasing defense by 23, resist all by 23%, and reducing the duration of detrimental timed effects by 23%. Out of Phase |
| detrimental effect | Huge cut that bleeds, doing 12.13 physical damage per turn. Bleeding |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is near a protective aura, granting +6 armour and +17 physical save. Protective Aura |
| detrimental effect | The target is blinded, unable to see anything and takes 17.48 darkness damage per turn. Bane of Blindness |
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 sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +2. | 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. | active |
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 have explored the Maze and vanquished the Minotaur. * 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 Possessed. | done |
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: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 |
Equipment
| On feet | [vs. Runakalthosus (2 def, 3 armour) (On feet)] Runakalthosus (2 def, 3 armour)Runakalthosus (2 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +2 (+1 eff.) (-) Ranged Defense: +2 (+1 eff.) (-) Fatigue: +2% (-) Critical mult.: +3.00% (-) Maximum encumbrance: +30 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | [vs. insidious quiver of ash arrows (22/22, 20-28 power, 7 apr) (Quiver)] insidious quiver of ash arrows (22/22, 20-28 power, 7 apr)insidious quiver of ash arrows (22/22, 20-28 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 (-) Physical crit. chance: +1.5% (-) Capacity: 22 (-) Damage (Ranged): +10(-) insidious poison Arrows are used with bows to pierce your foes to death. |
| Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused 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 (62 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Cloud Caller (0 def, 0 armour) (On head)] Cloud Caller (0 def, 0 armour)Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) light / +10%(-) lightning Changes damage: +10%(-) light / +10%(-) lightning It can be used to activate talent Call Lightning (costing 16 power out of 30/30) : Effective talent level: 1.0 Power cost: 16 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 25.31 to 75.94 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
| Tool | [vs. elm totem of thorny skin 'Xerora' [power 16] (16 cooldown) (Tool)] elm totem of thorny skin 'Xerora' [power 16] (16 cooldown)elm totem of thorny skin 'Xerora' [power 16] (16 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1(-) Con Grants telepathy: Humanoid/Orc Light radius: +2 (-) It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. marksman's copper ring (On fingers, 1 of 2)] marksman's copper ringmarksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) (-) Changes stats: +2(-) Dex Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. marksman's copper ring (On fingers, 1 of 2)] titan's copper ring of tenacitytitan's copper ring of tenacity Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +0(-2) Dex / +3 Con Physical save: +6 (+3 eff.) Disarm immunity: +21% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused 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. |
| In main hand | [vs. ranger's elm longbow (In main hand, 1 of 2)] ranger's elm longbowranger's elm longbow Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +7 (-) When wielded/worn: Changes stats: +1(-) Dex Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
| On hands | [vs. rough leather gloves of strength (+3) (0 def, 1 armour) (On hands)] rough leather gloves of strength (+3) (0 def, 1 armour)rough leather gloves of strength (+3) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +1 (-) Changes stats: +3(-) Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. spiked steel mail armour of cold resistance (2 def, 6 armour) (Main armor)] spiked steel mail armour of cold resistance (2 def, 6 armour)spiked steel mail armour of cold resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +2 (+1 eff.) (-) Fatigue: +14% (-) Damage when hit (Melee): 11(-) physical Changes resistances: +16%(-) cold A suit of armour made of mail. |
| Cloak | [vs. Getulathafast (1 def, 2 armour) (Cloak)] Getulathafast (1 def, 2 armour)Getulathafast (1 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Str / +2(-) Con Mental save: +6 (+6 eff.) (-) Poison immunity: +10% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. restful copper amulet of willpower (+3) (Around neck)] restful copper amulet of willpower (+3)restful copper amulet of willpower (+3) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% (-) Changes stats: +3(-) Wil Life regen: +0.90 (-) Amulets can have magical properties. |
Inventory
shielding rune of the warrior (absorb 166 for 4 turns) shielding rune of the warrior (absorb 166 for 4 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: 22 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 166 damage for 4 turns. Its effects scale with your Strength 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. |
[vs. ranger's elm longbow (In main hand, 1 of 2)] hateful dwarven-steel battleaxe of vileness (31.5-47.25 power, 2 apr)This item will automatically be transmogrified when you leave the level. hateful dwarven-steel battleaxe of vileness (31.5-47.25 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3(+31.5 - +47.3) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% (-25%) Firing range: +0 (-7) On weapon hit: * 12% chance to disease (+12%) Damage (Melee): +12 blight / +7 darkness Damage against: +10% Living When wielded/worn: Changes stats: +0(-1) Dex Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. ranger's elm longbow (In main hand, 1 of 2)] arcing steel greatmaul (26.5-39.75 power, 2 apr)This item will automatically be transmogrified when you leave the level. arcing steel greatmaul (26.5-39.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8(+26.5 - +39.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% (-25%) Firing range: +0 (-7) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning When wielded/worn: Changes stats: +0(-1) Dex Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. ranger's elm longbow (In main hand, 1 of 2)] dwarven-steel greatmaul (41-61.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul (41-61.5 power, 2 apr) Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5(+41.0 - +61.5) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% (-25%) Firing range: +0 (-7) When wielded/worn: Changes stats: +0(-1) Dex Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. ranger's elm longbow (In main hand, 1 of 2)] hateful steel greatsword (25-40 power, 2 apr)This item will automatically be transmogrified when you leave the level. hateful steel greatsword (25-40 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0(+25.0 - +40.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% (-25%) Firing range: +0 (-7) Damage (Melee): +10 darkness Damage against: +9% Living When wielded/worn: Changes stats: +0(-1) Dex Massive two-handed swords. Tap to cycle through comparison choices |
[vs. ranger's elm longbow (In main hand, 1 of 2)] steel greatsword of amnesia (24-38.4 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel greatsword of amnesia (24-38.4 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4(+24.0 - +38.4) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% (-25%) Firing range: +0 (-7) On weapon hit: + 25% chance to put talents on cooldown When wielded/worn: Changes stats: +0(-1) Dex Massive two-handed swords. Tap to cycle through comparison choices |
[vs. ranger's elm longbow (In main hand, 1 of 2)] steel longsword (13-18.2 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel longsword (13-18.2 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2(+13.0 - +18.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% (-25%) Firing range: +0 (-7) When wielded/worn: Changes stats: +0(-1) Dex Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. ranger's elm longbow (In main hand, 1 of 2)] acidic steel mace of phasing (12.5-17.5 power, 9 apr)This item will automatically be transmogrified when you leave the level. acidic steel mace of phasing (12.5-17.5 power, 9 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5(+12.5 - +17.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +1.0% Attack speed: 100% (-25%) Firing range: +0 (-7) On weapon crit: + splashes the target with acid Damage Shield penetration (this weapon only): +18% Damage (Melee): +6 acid When wielded/worn: Changes stats: +0(-1) Dex Blunt and deadly. Tap to cycle through comparison choices |
[vs. ranger's elm longbow (In main hand, 1 of 2)] thunderous steel mace of the leech (15-21 power, 3 apr)This item will automatically be transmogrified when you leave the level. thunderous steel mace of the leech (15-21 power, 3 apr) Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0(+15.0 - +21.0) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% (-25%) Firing range: +0 (-7) On weapon hit: * 13% chance to daze (+13%) * Slows global speed by 7% (+7%) + leeches stamina from the target When wielded/worn: Damage when hit (Melee): 6 nature slow Changes stats: +1 Str / +2(+1) Dex / +1 Mag / +3 Wil / +1 Cun / +1 Con Changes resistances penetration: +5% lightning Blunt and deadly. Tap to cycle through comparison choices |
[vs. ranger's elm longbow (In main hand, 1 of 2)] Bloomsoul (8-8.8 power, 13 apr, nature damage)This item will automatically be transmogrified when you leave the level. Bloomsoul (8-8.8 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8(+8.0 - +8.8) Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% (-25%) Firing range: +0 (-7) When wielded/worn: Changes stats: +0(-1) Dex Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 48 power out of 60/60) : Effective talent level: 1.0 Power cost: 48 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 15 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. Tap to cycle through comparison choices |
[vs. ranger's elm longbow (In main hand, 1 of 2)] ash starstaff (15-18 power, 3 apr, physical element)This item will automatically be transmogrified when you leave the level. ash starstaff (15-18 power, 3 apr, physical element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+15.0 - +18.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% (-25%) Firing range: +0 (-7) When wielded/worn: Changes stats: +0(-1) Dex Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. ranger's elm longbow (In main hand, 1 of 2)] cruel elm starstaff of illumination (10-12 power, 2 apr, physical element)This item will automatically be transmogrified when you leave the level. cruel elm starstaff of illumination (10-12 power, 2 apr, physical element) Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(+10.0 - +12.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% (-25%) Firing range: +0 (-7) When wielded/worn: Physical crit. chance: +6.0% Defense: +6 (+3 eff.) Effects on melee hit: * 6% chance to blind Changes stats: +0(-1) Dex Changes damage: +10% physical Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 49.53 light damage. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. ranger's elm longbow (In main hand, 1 of 2)] Airterror (31.5-44.1 power, 5 apr)This item will automatically be transmogrified when you leave the level. Airterror (31.5-44.1 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1(+31.5 - +44.1) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% (-25%) Firing range: +0 (-7) On weapon hit: * 10% chance to inflict damage reduction (+10%) + 20% chance to curse the target Burst (radius 1) on hit: +9 fire Burst (radius 2) on crit: +8 lightning When wielded/worn: Effects on melee hit: * 15% chance to daze Changes stats: +0(-1) Dex Changes resistances: +2% all Changes resistances penetration: +9% nature / +10% lightning One-handed war axes. Tap to cycle through comparison choices |
[vs. ranger's elm longbow (In main hand, 1 of 2)] arcing steel waraxe of massacre (19.5-27.3 power, 3 apr)This item will automatically be transmogrified when you leave the level. arcing steel waraxe of massacre (19.5-27.3 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 19.5 - 27.3(+19.5 - +27.3) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% (-25%) Firing range: +0 (-7) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning When wielded/worn: Changes stats: +0(-1) Dex One-handed war axes. Tap to cycle through comparison choices |
[vs. ranger's elm longbow (In main hand, 1 of 2)] flaming steel waraxe of massacre (17.5-24.5 power, 3 apr)This item will automatically be transmogrified when you leave the level. flaming steel waraxe of massacre (17.5-24.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 17.5 - 24.5(+17.5 - +24.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% (-25%) Firing range: +0 (-7) Burst (radius 1) on hit: +6 fire When wielded/worn: Changes stats: +0(-1) Dex One-handed war axes. Tap to cycle through comparison choices |
[vs. Runakalthosus (2 def, 3 armour) (On feet)] Elolrawe the pair of rough leather boots (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. Elolrawe the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 (-2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +1% (-1%) Changes stats: +2 Str / +2 Con Changes resistances: +6% mind / +3% lightning Critical mult.: +0.00% (-3.00%) Maximum encumbrance: +0 (-30) It can be used to activate talent Rush, placing all other charms into a 20 cooldown : Effective talent level: 1.8 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
[vs. Runakalthosus (2 def, 3 armour) (On feet)] miner's pair of iron boots of tirelessness (0 def, 8 armour)This item will automatically be transmogrified when you leave the level. miner's pair of iron boots of tirelessness (0 def, 8 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 (+5) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Ranged Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +2% (-) Critical mult.: +0.00% (-3.00%) Maximum encumbrance: +0 (-30) Stamina each turn: +0.30 Maximum stamina: +12.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. spiked steel mail armour of cold resistance (2 def, 6 armour) (Main armor)] rejuvenating cured leather armour of lightning resistance (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. rejuvenating cured leather armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-2) Defense: +2 (+1 eff.) (-) Fatigue: +7% (-7%) Damage when hit (Melee): 0(-11) physical Changes resistances: +16% lightning / +0%(-16%) cold Life regen: +2.00 Stamina each turn: +0.50 A suit of armour made of leather. |
[vs. spiked steel mail armour of cold resistance (2 def, 6 armour) (Main armor)] spiked iron plate armour of clarity (3 def, 7 armour)This item will automatically be transmogrified when you leave the level. spiked iron plate armour of clarity (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (+1) Defense: +3 (+2 eff.) (+1 (+1 eff.)) Fatigue: +20% (+6%) Damage when hit (Melee): 11(-) physical Changes resistances: +5% mind / +0%(-16%) cold Mental save: +10 (+5 eff.) A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
[vs. insidious quiver of ash arrows (22/22, 20-28 power, 7 apr) (Quiver)] 73 alchemist agate73 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-7) Physical crit. chance: +0.0% (-1.5%) Capacity: 0 (-22) Damage (Ranged): +0(-10) insidious poison When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. elm totem of thorny skin 'Xerora' [power 16] (16 cooldown) (Tool)] sapper's iron pickaxe (dig speed 29 turns)This item will automatically be transmogrified when you leave the level. sapper's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Changes stats: +1 Str / +1 Cun / +0(-1) Con Grants telepathy: Humanoid/Orc Light radius: +0 (-2) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. Summertide Phial (Light source)] alchemist's lamp 'Grinochik'This item will automatically be transmogrified when you leave the level. alchemist's lamp 'Grinochik' Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Dex / +5 Mag / +14 Cun Changes resistances: +0%(-30%) light / +6% temporal Changes resistances penetration: +10% temporal Changes damage: +0%(-10%) light Spellpower: +8 (+8 eff.) Light radius: -15 (-19) Infravision radius: +13 Healing mod.: +0% (-10%) A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (2/2) Rod of Recall (2/2)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 160 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
[vs. elm totem of thorny skin 'Xerora' [power 16] (16 cooldown) (Tool)] shadowy ash wand of trap destruction [power 41] (12 cooldown)This item will automatically be transmogrified when you leave the level. shadowy ash wand of trap destruction [power 41] (12 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +0(-1) Con Grants telepathy: Humanoid/Orc Light radius: +0 (-2) It can be used to disarm traps (41 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 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. |
4 citrine 4 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. |
7 zircon 7 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
Level 10 (Roguelike)
Got a character to level 10.By Legkiy-Bandage the Cornac Archer level 10
8th Flare 122nd year of Ascendancy at 02:58 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Legkiy-Bandage the Cornac Archer level 9
2nd Flare 122nd year of Ascendancy at 06:42 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Legkiy-Bandage the Cornac Archer level 12
13rd Dusk 122nd year of Ascendancy at 20:42 see stats
Log
Legkiy-Bandage's Shoot killed Green jelly!
Legkiy-Bandage picks up (i.): thunderous steel mace of the leech (15-21 power, 3 apr).
An object rolls from the chest!
But the chest was guarded!
Legkiy-Bandage uses Pinning Shot.
Xytira the giant carpenter ant is pinned to the ground.
Xytira the giant carpenter ant is poisoned!
Legkiy-Bandage's Pinning Shot hits Xytira the giant carpenter ant for 83 physical, 1 nature (85 total damage).
Xytira the giant carpenter ant uses Continuous Butchery.
Legkiy-Bandage starts to bleed.
Xytira the giant carpenter ant hits Legkiy-Bandage for 4 darkness, 64 physical, 4 darkness, 5 nature, 4 darkness, 4 temporal, 4 darkness, 35 physical, 4 darkness, 5 nature (130 total damage).
Insidious Poison from Legkiy-Bandage hits Xytira the giant carpenter ant for 1 nature damage.
Legkiy-Bandage hits Xytira the giant carpenter ant for 11 physical, 11 physical (22 total damage).
Xytira the giant carpenter ant hits Legkiy-Bandage for 4 darkness, 10 physical (13 total damage).
Xytira the giant carpenter ant breathes a wave of darkness!
Legkiy-Bandage loses sight!
Insidious Poison from Legkiy-Bandage hits Xytira the giant carpenter ant for 1 nature damage.
Something hits Legkiy-Bandage for 4 darkness, 12 physical, 4 darkness, 17 darkness (37 total damage).
Something hits Legkiy-Bandage for 4 darkness, 126 lightning (131 total damage).
Legkiy-Bandage is dazed!
Legkiy-Bandage casts Rune: Phase Door.
Legkiy-Bandage is out of phase.
Legkiy-Bandage is not dazed anymore.
Something hits Legkiy-Bandage for 3 darkness, 9 physical, 3 darkness, 13 darkness (28 total damage).
Saving game...
