Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Simple Font Floating Text 1.1.5Changes the floating text to a different font Items Vault 1.3.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Faster 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ashes of Urh'Rok 1.2.4Official 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:
Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Hedgeknight Class 1.3.0"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 9 / 69% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 45 (base 33) |
Dexterity | 32 (base 21) |
Constitution | 14 (base 12) |
Magic | 10 (base 10) |
Willpower | 13 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 343/343 |
Stamina | 72/72 |
Healing Factor | 1.12 |
Regeneration | 2.52 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 4 |
See Stealth | 7 |
See Invisible | 6 |
Offense: Mainhand
Damage | 61 |
Accuracy | 37 |
Crit Chance | 10% |
APR | 2 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 18.1 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 59.072806161074 (81.030927835052%) |
Defense | 32.110967143682 |
Ranged Defense | 35.110967143682 |
Fatigue | 34 |
Physical Save | 24.062428009156 |
Spell Save | 15.524856018312 |
Mental Save | 14.925 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 44% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Silence Resistance | 25% |
Bleed Resistance | 100% |
Pinning Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
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 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 150 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
talent | Shield Wall |
talent | Precise Strikes |
talent | Chant of Fortitude |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Lisagatta the stone troll. Escort: lost sun paladin (level 2 of Trollmire) | failed |
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 |
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 within1 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | [vs. pair of iron boots (0 def, 3 armour) (On feet)] pair of iron boots (0 def, 3 armour)pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | [vs. scorching brass lantern (Light source)] scorching brass lanternscorching brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11(-) fire Changes resistances: +6%(-) fire 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. |
On head | [vs. insulating linen wizard hat of darkness (+5%) (1 def, 0 armour) (On head)] insulating linen wizard hat of darkness (+5%) (1 def, 0 armour)insulating linen wizard hat of darkness (+5%) (1 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes resistances: +5%(-) fire / +16%(-) darkness / +5%(-) cold Changes damage: +11%(-) darkness A pointy cloth hat, very wizardly... |
On hands | [vs. sand rough leather gloves of strength (+2) (0 def, 7 armour) (On hands)] sand rough leather gloves of strength (+2) (0 def, 7 armour)sand rough leather gloves of strength (+2) (0 def, 7 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) (-) Armour: +7 (-) Damage (Melee): 5(-) physical Changes stats: +2(-) Str Changes damage: +4%(-) physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | [vs. Prox's Lucky Halfling Foot (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | [vs. Wheel of Fate (On fingers)] Wheel of FateWheel of Fate Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage (Melee): 0(-15) item acid corrode Changes resistances: +3%(-) acid Changes damage: +9%(-) arcane / +3%(-) acid Mental save: +6 (+6 eff.) (-) Blindness immunity: +20% (-) Silence immunity: +25% (-) Confusion immunity: +20% (-) Mana each turn: +0.15 (-) Infravision radius: +4 (-) See stealth: +7 (-) See invisible: +6 (-) Cannot be unequipped or rerolled until level 12. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | [vs. stabilizing copper amulet of willpower (+3) (Around neck)] stabilizing copper amulet of willpower (+3)stabilizing copper amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +10%(-) temporal Pinning immunity: +21% (-) Knockback immunity: +22% (-) Amulets can have magical properties. |
In main hand | [vs. arcing iron longsword (12-16.8 power, 2 apr) (In main hand)] arcing iron longsword (12-16.8 power, 2 apr)arcing iron longsword (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5(-) lightning Sharp, long, and deadly. |
Around waist | [vs. Mighty Girdle (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | [vs. Silewyn the steel shield (6 def, 2 armour, 11.5-13.8 power, 36.5 block) (In off hand)] Silewyn the steel shield (6 def, 2 armour, 11.5-13.8 power, 36.5 block)Silewyn the steel shield (6 def, 2 armour, 11.5-13.8 power, 36.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 11.5 - 13.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% (-) Block value: +36 (-) Damage (Melee): +10(-) acid When wielded/worn: Armour: +2 (-) Defense: +6 (+3 eff.) (-) Ranged Defense: +6 (+3 eff.) (-) Fatigue: +8% (-) Effects when hit in melee: * 11% chance to corrode armour Damage when hit (Melee): 0(-11) item acid corrode Changes stats: +2(-) Con Changes resistances: +11%(-) acid / +6%(-) temporal / +3%(-) light Talents granted: +2.00(-) Block Handheld deflection devices. |
Cloak | [vs. Cloak of Deception (Cloak)] Cloak of DeceptionCloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) (-) Spellpower: +5 (+5 eff.) (-) Mindpower: +5 (+5 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | [vs. dwarven-steel plate armour of Eyal (5 def, 11 armour) (Main armor)] dwarven-steel plate armour of Eyal (5 def, 11 armour)dwarven-steel plate armour of Eyal (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-) Defense: +5 (+2 eff.) (-) Fatigue: +24% (-) Life regen: +2.00 (-) Maximum life: +55.00 (-) Healing mod.: +12% (-) A suit of armour made of metal plates. |
Inventory
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. Wheel of Fate (On fingers)] rogue's copper ringThis item will automatically be transmogrified when you leave the level. rogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Damage (Melee): 0(-15) item acid corrode Changes stats: +3 Cun Changes resistances: +0%(-3%) acid Changes damage: +0%(-9%) arcane / +0%(-3%) acid Mental save: +0 (+0 eff.) (-6 (-6 eff.)) Blindness immunity: +0% (-20%) Silence immunity: +0% (-25%) Confusion immunity: +0% (-20%) Mana each turn: +0.00 (-0.15) Infravision radius: +0 (-4) See stealth: +0 (-7) See invisible: +0 (-6) Rings can have magical properties. |
[vs. arcing iron longsword (12-16.8 power, 2 apr) (In main hand)] Tirakai's Maul (32-41.6 power, 6 apr)Tirakai's Maul (32-41.6 power, 6 apr) Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6(+20.0 - +24.8) Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (+4) Physical crit. chance: +8.0% (+5.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-5) lightning When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
[vs. arcing iron longsword (12-16.8 power, 2 apr) (In main hand)] iron longsword (13-18.2 power, 2 apr)iron longsword (13-18.2 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 13.0 - 18.2(+1.0 - +1.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-5) lightning Sharp, long, and deadly. |
[vs. arcing iron longsword (12-16.8 power, 2 apr) (In main hand)] iron longsword (11.5-16.1 power, 2 apr)iron longsword (11.5-16.1 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1(-0.5 - -0.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-5) lightning Sharp, long, and deadly. |
[vs. arcing iron longsword (12-16.8 power, 2 apr) (In main hand)] elm longbowThis item will automatically be transmogrified when you leave the level. elm longbow Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 125% (+25%) Firing range: +6 On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-5) lightning Longbows are used to shoot arrows at your foes. |
[vs. Silewyn the steel shield (6 def, 2 armour, 11.5-13.8 power, 36.5 block) (In off hand)] Galekill (4 def, 2 armour, 8.5-10.2 power, 21 block)Galekill (4 def, 2 armour, 8.5-10.2 power, 21 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2(-3.0 - -3.6) Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% (-0.5%) Block value: +21 (-16) Damage (Melee): +0(-10) acid When wielded/worn: Armour: +2 (-) Defense: +4 (+2 eff.) (-2 (-1 eff.)) Ranged Defense: +4 (+2 eff.) (-2 (-1 eff.)) Fatigue: +6% (-2%) Damage when hit (Melee): 0(-11) item acid corrode Changes stats: +0(-2) Con Changes resistances: +17%(+6%) acid / +6%(-) temporal / +0%(-3%) light Talents granted: +1(+-1) Block Handheld deflection devices. |
[vs. Silewyn the steel shield (6 def, 2 armour, 11.5-13.8 power, 36.5 block) (In off hand)] iron shield (4 def, 2 armour, 9.5-11.4 power, 20.5 block)iron shield (4 def, 2 armour, 9.5-11.4 power, 20.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4(-2.0 - -2.4) Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% (-0.5%) Block value: +20 (-16) Damage (Melee): +0(-10) acid When wielded/worn: Armour: +2 (-) Defense: +4 (+2 eff.) (-2 (-1 eff.)) Ranged Defense: +4 (+2 eff.) (-2 (-1 eff.)) Fatigue: +6% (-2%) Damage when hit (Melee): 0(-11) item acid corrode Changes stats: +0(-2) Con Changes resistances: +0%(-11%) acid / +0%(-6%) temporal / +0%(-3%) light Talents granted: +1(+-1) Block Handheld deflection devices. |
[vs. Silewyn the steel shield (6 def, 2 armour, 11.5-13.8 power, 36.5 block) (In off hand)] flaming steel shield of fire resistance (+16%) (6 def, 2 armour, 14.5-17.4 power, 39.5 block)This item will automatically be transmogrified when you leave the level. flaming steel shield of fire resistance (+16%) (6 def, 2 armour, 14.5-17.4 power, 39.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4(+3.0 - +3.6) Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% (-) Block value: +40 (+3) Damage (Melee): +0(-10) acid Burst (radius 1) on hit: +12 fire When wielded/worn: Armour: +2 (-) Defense: +6 (+3 eff.) (-) Ranged Defense: +6 (+3 eff.) (-) Fatigue: +8% (-) Damage (Melee): 6 fire Damage when hit (Melee): 0(-11) item acid corrode / 10 fire Changes stats: +0(-2) Con Changes resistances: +0%(-11%) acid / +16% fire / +0%(-3%) light / +0%(-6%) temporal Talents granted: +2.00(-) Block Handheld deflection devices. |
[vs. dwarven-steel plate armour of Eyal (5 def, 11 armour) (Main armor)] slimy linen robe of frost (+16%) (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. slimy linen robe of frost (+16%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-11) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +0% (-24%) Effects when hit in melee: * Slows global speed by 3% * 4 arcane resource burn Changes resistances: +16% cold Changes damage: +11% cold Life regen: +0.00 (-2.00) Maximum life: +0.00 (-55.00) Healing mod.: +0% (-12%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. dwarven-steel plate armour of Eyal (5 def, 11 armour) (Main armor)] iron mail armour (2 def, 4 armour)iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-7) Defense: +2 (+1 eff.) (-3 (-2 eff.)) Fatigue: +12% (-12%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-55.00) Healing mod.: +0% (-12%) A suit of armour made of mail. |
[vs. dwarven-steel plate armour of Eyal (5 def, 11 armour) (Main armor)] spiked iron mail armour of fire resistance (2 def, 4 armour)spiked iron mail armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-7) Defense: +2 (+1 eff.) (-3 (-2 eff.)) Fatigue: +12% (-12%) Damage when hit (Melee): 12 physical Changes resistances: +18% fire Life regen: +0.00 (-2.00) Maximum life: +0.00 (-55.00) Healing mod.: +0% (-12%) A suit of armour made of mail. |
[vs. Mighty Girdle (Around waist)] rough leather beltThis item will automatically be transmogrified when you leave the level. rough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) A belt that goes around your waist. |
[vs. Mighty Girdle (Around waist)] rough leather beltThis item will automatically be transmogrified when you leave the level. rough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) A belt that goes around your waist. |
[vs. sand rough leather gloves of strength (+2) (0 def, 7 armour) (On hands)] restful rough leather gloves of magic (+3) (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. restful rough leather gloves of magic (+3) (0 def, 1 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +1 (-6) Damage (Melee): 0(-5) physical Changes stats: +0(-2) Str / +3 Mag Changes damage: +4% arcane / +0%(-4%) physical Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. sand rough leather gloves of strength (+2) (0 def, 7 armour) (On hands)] rough leather gloves of dexterity (+3) (0 def, 1 armour)rough leather gloves of dexterity (+3) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +1 (-6) Damage (Melee): 0(-5) physical Changes stats: +0(-2) Str / +3 Dex Changes damage: +0%(-4%) physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. sand rough leather gloves of strength (+2) (0 def, 7 armour) (On hands)] Crystle's Astral Bindings (0 def, 0 armour)Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +0 (-7) Damage (Melee): 0(-5) physical Changes stats: +0(-2) Str / +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% temporal / +8% darkness / +0%(-4%) physical N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+2 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
agate 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. |
5 spinel 5 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
5 citrine 5 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. |
5 zircon 5 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst 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. |
66 alchemist agate 66 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. scorching brass lantern (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-11) fire Changes resistances: +0%(-6%) fire 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. |
[vs. Prox's Lucky Halfling Foot (Tool)] iron pickaxe of endurance (dig speed 38 turns)iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: -4% Changes stats: +2 Str / +0(-5) Lck Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Rod of Recall (1/1) 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. |
[vs. Prox's Lucky Halfling Foot (Tool)] supercharged steel torque of thermal psionic shield [power 75] (27 cooldown)This item will automatically be transmogrified when you leave the level. supercharged steel torque of thermal psionic shield [power 75] (27 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 75 for 7 turns, putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Prox's Lucky Halfling Foot (Tool)] quick elm totem of cure ailments [power 1] (8 cooldown)quick elm totem of cure ailments [power 1] (8 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) It can be used to remove up to 1 poisons or diseases from a target within range 6 (Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Log
Knox hits Brown mold for 65 physical damage.
Knox killed Brown mold!
Resting starts...
Talent Rush is ready to use.
Rested for 40 turns (stop reason: all resources and life at maximum).
The skull embossed in the ring twists around momentarily. ...Did it just laugh?
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 21st Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is a previous level here (press '' or right click to use).
Ran for 49 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level here (press '' or right click to use).
Ran for 3 turns (stop reason: at exit).
Knox deactivates Shield Wall.
Knox deactivates Precise Strikes.
Knox deactivates Chant of Fortitude.