Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Undead Wild-Gift Classes 1.3.1This mod Will allow Undead Races to play wild-gift Classes, It's not intended to be balanced. Just allow you more options Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ignore Race/Class Locks 1.0.6Modifies 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: Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. AEther Operators 1.2.3Experiment addon based on Tourist example mod an Glutton Mod: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Superhuman |
Class | Hero |
Level / Exp | 16 / 16% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 70 (base 9) |
Dexterity | 23 (base 9) |
Constitution | 28 (base 10) |
Magic | 56 (base 42) |
Willpower | 24 (base 14) |
Cunning | 59 (base 43) |
Resources
Mana | 79782/79782 |
Psi | 94/94 |
Life | 1114/1114 |
Paradox | 300 |
Stamina | 140/140 |
Equilibrium | 0 |
Healing Factor | 1.1 |
Regeneration | 6.325 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 47 |
Offense: Barehand
Damage | 55 |
Accuracy | 624 |
Crit Chance | 52% |
APR | 1 |
Speed | 0.60 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 52% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 41% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 2115 (100%) |
Defense | 38 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 36 |
Mental Save | 39 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 0.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 0.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 0.0 Rune: ShieldingUse 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 at most 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 10000.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 10.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Absorption | 1000.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 2.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 5.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 5.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / TechPaladin | 1.40 |
| 1/1 |
| 1/1 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Unarmed training | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1000.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 100000.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1000.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 100.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Flame Infusion |
talent | Arcane Combat |
talent | Probability Travel |
talent | Thermal Shield |
talent | Charged Shield |
talent | Beyond the Flesh |
talent | Feather Wind |
talent | Temporal Hounds |
talent | Arcane Power |
talent | Arcane Feed |
talent | Body of Fire |
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +2. | 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 Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+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 have explored the Old Forest and vanquished Wrathroot. * 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered 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. |
Psionic focus | dwarven-steel greatmaul 'Velirena' (153% power, 2 apr) dwarven-steel greatmaul 'Velirena' (153% power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 Power: 153% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +27 insidious poison When wielded/worn: Changes damage: +3% physical Critical mult.: +3.00% Only die when reaching: -60.00 life Massive two-handed mauls. |
Main armor | impenetrable iron mail armour (2 def, 10 armour) impenetrable iron mail armour (2 def, 10 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | 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 (75 power, based on Willpower), costing 1 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | linen cloak 'Arcviper' (1 def, 0 armour) linen cloak 'Arcviper' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances penetration: +10% lightning Maximum life: +36.00 Mindpower: +4 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Inventory
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel dagger of purging (114% power, 7 apr)balanced dwarven-steel dagger of purging (114% power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 114% Range: 1.3x Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +11 nature When wielded/worn: Accuracy: +4 (+0 eff.) Defense: +4 (+2 eff.) Disarm immunity: +20% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel dagger of massacre (125% power, 7 apr)flaming dwarven-steel dagger of massacre (125% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 126% Range: 1.3x Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Burst (radius 1) on hit: +5 fire Sharp, short and deadly. |
Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stat: 78% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 2 power out of 20/20) : Effective talent level: 2.4 Power cost: 2 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 128% damage. If the attack hits, the target's armour and saves are reduced by 13 for 6 turns. Also if the target is protected by a temporary damage shield there is 67% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Ashdream the dwarven-steel greatsword (140% power, 2 apr) Ashdream the dwarven-steel greatsword (140% power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 141% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +20% Damage (Melee): +7 lightning Burst (radius 1) on hit: +8 fire When wielded/worn: Spellpower on spell critical (stacks up to 3 times): +4 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel greatsword of the leech (144% power, 2 apr)quick dwarven-steel greatsword of the leech (144% power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 145% Range: 1.6x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 111% On weapon hit: * Slows global speed by 12% * leeches stamina from the target When wielded/worn: Accuracy: +10 (+0 eff.) Damage when hit (Melee): 9 nature slow Changes stats: +2 Dex Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty yew longbow of acidmighty yew longbow of acid Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +5 acid When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Str Changes damage: +10% acid Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. projecting vined mindstar (88% power, 18 apr, nature damage)projecting vined mindstar (88% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Power: 89% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +7% lightning / +7% fire / +9% cold Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. flaming steel waraxe of vileness (104% power, 3 apr)flaming steel waraxe of vileness (104% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 105% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 14% chance to disease Damage (Melee): +5 blight Burst (radius 1) on hit: +9 fire One-handed war axes. |
Gleamschism the pair of rough leather boots (0 def, 1 armour) Gleamschism the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 12 light Changes resistances penetration: +5% darkness Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
cleansing linen wizard hat of fire (+6%) (1 def, 0 armour) cleansing linen wizard hat of fire (+6%) (1 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% blight / +18% fire / +7% nature Changes damage: +12% fire A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. radiant dwarven-steel mail armour (3 def, 8 armour)radiant dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 7 light Changes stats: +3 Wil Changes resistances: +12% blight / +16% darkness Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of temporal resistance (3 def, 6 armour)prismatic hardened leather armour of temporal resistance (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +19% temporal / +10% light / +12% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant cured leather armour of clarity (2 def, 4 armour)radiant cured leather armour of clarity (2 def, 4 armour) Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 7 light Changes stats: +2 Wil Changes resistances: +14% blight / +14% darkness / +6% mind Mental save: +11 (+4 eff.) Light radius: +1 A suit of armour made of leather. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
volcanic rough leather armour (1 def, 7 armour) volcanic rough leather armour (1 def, 7 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +7 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 5 fire Damage (Ranged): 6 fire Changes resistances: +10% fire / +11% physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant steel plate armour of the dragon (4 def, 9 armour)radiant steel plate armour of the dragon (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 5 light Changes stats: +2 Str / +2 Wil / +1 Con Changes resistances: +7% acid / +7% physical / +11% darkness / +12% blight / +7% fire / +7% lightning / +6% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +22% Knockback immunity: +21% Light radius: +1 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. icy quiver of yew arrows of accuracy (13/20, 138% power, 10 apr)icy quiver of yew arrows of accuracy (13/20, 138% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 138% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 20 Damage (Ranged): +5 cold Arrows are used with bows to pierce your foes to death. |
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. |
3 aquamarine 3 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (26/26) Rod of Recall (26/26)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 15 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. |
citrine 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. |
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 Kuraido the Superhuman Hero level 10
8th Mirth 122nd year of Ascendancy at 02:10 see stats
By Kuraido the Superhuman Hero level 14
18th Dusk 122nd year of Ascendancy at 18:17 see stats
By Kuraido the Superhuman Hero level 10
8th Mirth 122nd year of Ascendancy at 02:14 see stats
By Kuraido the Superhuman Hero level 9
8th Mirth 122nd year of Ascendancy at 02:09 see stats
By Kuraido the Superhuman Hero level 7
76th Pyre 122nd year of Ascendancy at 07:17 see stats
Log
Kuraido's Body of Fire hits Asmaaer the thalore for 216 fire damage.
Kuraido's Body of Fire hits Itjas the shalore for 235 fire damage.
Kuraido's Body of Fire killed Asmaaer the thalore!
Kuraido's Body of Fire hits Itjas the shalore for 235 fire damage.
Kuraido slows down.
Kuraido's Body of Fire killed Itjas the shalore!
Kuraido picks up (e.): projecting vined mindstar (88% power, 18 apr, nature damage).
Kuraido picks up (h.): radiant dwarven-steel mail armour (3 def, 8 armour).
Kuraido picks up (e.): quick dwarven-steel greatsword of the leech (144% power, 2 apr).
Kuraido picks up (g.): flaming steel waraxe of vileness (104% power, 3 apr).
Kuraido picks up (o.): icy quiver of yew arrows of accuracy (13/20, 138% power, 10 apr).
Kuraido picks up (k.): prismatic hardened leather armour of temporal resistance (3 def, 6 armour).
Kuraido picks up (f.): mighty yew longbow of acid.
Kuraido deactivates Charged Shield.
Kuraido deactivates Temporal Hounds.
Kuraido deactivates Thermal Shield.
Kuraido deactivates Arcane Feed.
Kuraido deactivates Arcane Combat.
Kuraido deactivates Feather Wind.
Kuraido deactivates Arcane Power.
Kuraido deactivates Beyond the Flesh.
Kuraido deactivates Flame Infusion.
Kuraido deactivates Probability Travel.
Kuraido deactivates Body of Fire.
The raging fire around Kuraido calms down and disappears.