












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official 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:
Roguelike Keybindings 1.7.0Adds new game option "[ZOmnibus] | Roguelike keybindings" that can be used to alter the game's movement keybindings to the classic "roguelike" or "Vi keys" style, useful for laptops or other keyboards that lack numeric keypads. The keybindings modified by this addon are as follows:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Cursed |
| Level / Exp | 10 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton magus at level 10 on the 24th Dearth 122nd year of Ascendancy at 11:06 / 1 |
Primary Stats
| Strength | 40 (base 34) |
| Dexterity | 8 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 29 (base 25) |
| Cunning | 12 (base 10) |
Resources
| Life | -2/355 |
| Hate | 100/100 |
| Healing Factor | 1.0476138362667 |
| Regeneration | 4.4523588041337 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 20 |
| Crit Chance | 4% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Nature | +3% |
| All | 0% |
Offense: Damage Penetration
| Cold | +15% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 34.08934837382 (81.151787968034%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 31 |
| Physical Save | 24 |
| Spell Save | 12 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Lightning | + 11%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 5%( 70%) |
| Blight | + 8%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 15%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Confusion Resistance | 28% |
| Fear Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 28% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 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 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random 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: 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 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
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. | active |
You failed to protect the lone alchemist from death by shadow. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 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 part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 within | active |
Equipment
| On feet | [vs. pair of rough leather boots 'Thunderpunish' (0 def, 1 armour) (On feet)]pair of rough leather boots 'Thunderpunish' (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +3(-) Con Changes resistances: +5%(-) lightning / +5%(-) temporal Changes damage: +3%(-) nature / +3%(-) lightning A pair of boots made of leather. |
| Light source | [vs. bright brass lantern of health (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 (-) Light radius: +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. miner's rough leather cap of strength (+2) (0 def, 3 armour) (On head)]miner's rough leather cap of strength (+2) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +1% (-) Changes stats: +2(-) Str Infravision radius: +1 (-) A cap made of leather. |
| On hands | [vs. Islada the rough leather gloves (20 def, 1 armour) (On hands)]Islada the rough leather gloves (20 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) (-) Armour: +1 (-) Defense: +20 (+18 eff.) (-) Damage (Melee): 7(-) lightning Changes resistances: +6%(-) lightning Changes resistances penetration: +5%(-) physical Changes damage: +3%(-) lightning Mental save: +3 (+3 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On fingers | [vs. rogue's copper ring (On fingers)]rogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) (-) Changes stats: +2(-) Cun Rings make your fingers look great! |
| Around neck | [vs. copper amulet of willpower (+3) (Around neck)]copper amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Amulets make your neck look great! |
| In main hand | [vs. Betirida the Treevice (Madness) (19-27 power, 2 apr) (In main hand)]Betirida the Treevice (Madness) (19-27 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) Damage (Melee): +4(-) cold Damage (radius 1) on hit: +4(-) nature When wielded/worn: Damage when hit (Melee): 2(-) nature Changes resistances penetration: +15%(-) cold Curse of Madness One-handed war axes. |
| Around waist | [vs. Kindlenigh the rough leather belt (Around waist)]Kindlenigh the rough leather belt Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-) acid / +8%(-) blight Light radius: +3 (-) A belt that goes around your waist. |
| In off hand | [vs. reinforced iron shield of fire resistance (+15%) (0 def, 3 armour, 10-12 power, 40 block) (In off hand)]reinforced iron shield of fire resistance (+15%) (0 def, 3 armour, 10-12 power, 40 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% (-) Block value: +40 (-) When wielded/worn: Armour: +3 (-) Fatigue: +8% (-) Changes resistances: +15%(-) fire Talents granted: +1.00(-) Block Handheld deflection devices. |
| Cloak | [vs. linen cloak (1 def, 0 armour) (Cloak)]linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. iron plate armour 'Lisyrin' (0 def, 15 armour) (Main armor)]iron plate armour 'Lisyrin' (0 def, 15 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +15 (-) Fatigue: +22% (-) Changes resistances: +3%(-) light / +5%(-) physical Physical save: +10 (+5 eff.) (-) Life regen: +4.00 (-) A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18) Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
[vs. Infusion: Healing (on body)]healing infusion of the wizard (heal 57; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15(+3) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 57(+7) then cleanse 1 wound, poison, and disease effect. Its effects scale with your +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.blink rune of the sneak (range 4; phase 11; cd 12) 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: 4 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Cunning 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 spell talent. |
This item will automatically be transmogrified when you leave the level.shatter afflictions rune (absorb 22; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 22 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. copper amulet of willpower (+3) (Around neck)]This item will automatically be transmogrified when you leave the level. copper amulet of magic (+2) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil / +2 Mag Amulets make your neck look great! |
[vs. copper amulet of willpower (+3) (Around neck)]This item will automatically be transmogrified when you leave the level. stabilizing copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +23% Amulets make your neck look great! |
[vs. Betirida the Treevice (Madness) (19-27 power, 2 apr) (In main hand)]iron battleaxe (Madness) (14-21 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0(-5.0 - -5.6) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-1) Crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +0(-4) cold Damage (radius 1) on hit: +0(-4) nature When wielded/worn: Damage when hit (Melee): 0(-2) nature Changes resistances penetration: +0%(-15%) cold Curse of Madness Massive two-handed battleaxes. |
[vs. Betirida the Treevice (Madness) (19-27 power, 2 apr) (In main hand)]hateful iron mace of massacre (Misfortune) (19-27 power, 2 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +0.5% (-3.0%) Attack speed: 100% (-) Damage (Melee): +5 darkness / +0(-4) cold Damage (radius 1) on hit: +0(-4) nature Damage against: +5% Living When wielded/worn: Damage when hit (Melee): 0(-2) nature Changes resistances penetration: +0%(-15%) cold Curse of Misfortune Blunt and deadly. |
[vs. Betirida the Treevice (Madness) (19-27 power, 2 apr) (In main hand, 1 of 2)]creative mossy mindstar of balance (Misfortune) (2-2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2(-17.0 - -24.4) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+10) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-4) cold Damage (radius 1) on hit: +0(-4) nature When wielded/worn: Damage when hit (Melee): 0(-2) nature Changes stats: +2 Cun Changes resistances penetration: +0%(-15%) cold Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Physical save: +2 (+1 eff.) Spell save: +3 (+3 eff.) Mental save: +2 (+2 eff.) Equilibrium when hit: +0.60 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Misfortune 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. Tap to cycle through comparison choices |
[vs. iron plate armour 'Lisyrin' (0 def, 15 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. spellwoven woollen robe of darkness (+15%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-15) Fatigue: +0% (-22%) Changes resistances: +0%(-3%) light / +0%(-5%) physical / +15% darkness / +9% all Changes damage: +10% darkness Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Spell save: +17 (+12 eff.) Life regen: +0.00 (-4.00) Spellpower: +2 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. pair of rough leather boots 'Thunderpunish' (0 def, 1 armour) (On feet)]pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +0(-3) Con Changes resistances: +0%(-5%) lightning / +0%(-5%) temporal Changes damage: +0%(-3%) nature / +0%(-3%) lightning A pair of boots made of leather. |
[vs. pair of rough leather boots 'Thunderpunish' (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. scholar's pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% Changes stats: +0(-3) Con Changes resistances: +0%(-5%) lightning / +0%(-5%) temporal Changes damage: +0%(-3%) nature / +0%(-3%) lightning Stamina each turn: +0.50 Maximum stamina: +10.00 Spellpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Islada the rough leather gloves (20 def, 1 armour) (On hands)]This item will automatically be transmogrified when you leave the level. iron gauntlets of magic (+2) (0 def, 1 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-3 eff.)) Armour: +1 (-) Defense: +0 (+0 eff.) (-20 (-18 eff.)) Fatigue: +1% Damage (Melee): 0(-7) lightning Changes stats: +2 Mag Changes resistances: +0%(-6%) lightning Changes resistances penetration: +0%(-5%) physical Changes damage: +4% arcane / +0%(-3%) lightning Mental save: +0 (+0 eff.) (-3 (-3 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Islada the rough leather gloves (20 def, 1 armour) (On hands)]rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-3 eff.)) Armour: +1 (-) Defense: +0 (+0 eff.) (-20 (-18 eff.)) Damage (Melee): 0(-7) lightning Changes resistances: +0%(-6%) lightning Changes resistances penetration: +0%(-5%) physical Changes damage: +0%(-3%) lightning Mental save: +0 (+0 eff.) (-3 (-3 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. miner's rough leather cap of strength (+2) (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. grounding iron helm (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (+4%) Changes stats: +0(-2) Str Changes resistances: +6% lightning / +5% temporal Infravision radius: +0 (-1) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. miner's rough leather cap of strength (+2) (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-) Changes stats: +0(-2) Str Infravision radius: +0 (-1) A cap made of leather. |
[vs. iron plate armour 'Lisyrin' (0 def, 15 armour) (Main armor)]iron mail armour of delving (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-11) Defense: +2 (+1 eff.) Fatigue: +12% (-10%) Changes stats: +4 Str Changes resistances: +5%(-) physical / +11% darkness / +0%(-3%) light Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Life regen: +0.00 (-4.00) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
[vs. iron plate armour 'Lisyrin' (0 def, 15 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. iron plate armour of lightning resistance (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-8) Fatigue: +22% (-) Changes resistances: +16% lightning / +0%(-5%) physical / +0%(-3%) light Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Life regen: +0.00 (-4.00) A suit of armour made of metal plates. |
2 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. |
This item will automatically be transmogrified when you leave the level.miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. bright brass lantern of health (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +0.00 (-41.00) Light radius: +3 (-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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+6 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 (Insane (Roguelike) difficulty)
Got a character to level 10.By Drizig the Dwarf Cursed level 10
24th Dearth 122nd year of Ascendancy at 00:25 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Drizig the Dwarf Cursed level 5
18th Voratun 122nd year of Ascendancy at 18:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Drizig the Dwarf Cursed level 7
21st Dearth 122nd year of Ascendancy at 03:53 see stats
Log
Burning from Skeleton magus hits Drizig for 37 fire damage.
Mindrot hits Skeleton magus for 3 mind, 3 darkness (6 total damage).
Drizig hits Skeleton magus for 59 physical, 4 cold, 8 lightning, 4 nature (75 total damage).
Drizig instinctively hardens his skin and ignores the attack!
Drizig repels an attack from Skeleton magus.
Burning from Skeleton magus hits Drizig for 37 fire damage.
Mindrot hits Skeleton magus for 2 mind, 3 darkness (5 total damage).
Drizig uses Infusion: Healing.
Drizig receives 53 healing from Infusion: Healing.
Drizig uses Block.
Skeleton magus is no longer dominated.
Skeleton magus misses Drizig.
Talent Resilience of the Dwarves is ready to use.
Drizig uses Resilience of the Dwarves.
Drizig's skin turns to stone.
Burning from Skeleton magus hits Drizig for (37 blocked), 0 fire (0 total damage).
Mindrot hits Skeleton magus for 2 mind, 3 darkness (5 total damage).
Drizig uses Infusion: Wild.
Drizig stops burning.
Drizig is cured!
Drizig lessens the pain.
Drizig uses Infusion: Regeneration.
Drizig starts regenerating health quickly.
Skeleton magus casts Manathrust.
Skeleton magus's spell attains critical power!
Skeleton magus hits Drizig for 236 arcane damage.
Drizig the level 10 dwarf cursed was dweomered to death by a skeleton magus on level 1 of Ruins of Kor'Pul.










































































