











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers of Rage 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 27 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by fire drake at level 27 on the 38th Steel 123rd year of Ascendancy at 13:09 / 2Killed by water imp at level 27 on the 1st Gold 123rd year of Ascendancy at 17:35 |
Primary Stats
| Strength | 80 (base 58) |
| Dexterity | 75 (base 53) |
| Constitution | 35 (base 12) |
| Magic | 23 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -181/1066 |
| Steam | 100/100 |
| Stamina | 6/146 |
| Psi | 132/132 |
| Healing Factor | 1.1829268292683 |
| Regeneration | 4.3384397160864 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 17.342941493866 |
| See Invisible | 17.342941493866 |
| ESP Range | 10 |
| ESP Kinds | demon/major, animal/canine, demon/minor |
Offense: Mainhand
| Damage | 118 |
| Accuracy | 67 |
| Crit Chance | 24% |
| APR | 28 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Nature | +3% |
| Fire | -10% |
| Physical | +15% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 117.40761267624 (100%) |
| Defense | 46 |
| Ranged Defense | 51 |
| Fatigue | 40 |
| Physical Save | 60 |
| Spell Save | 47 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 34%( 70%) |
| Physical | + 36%( 70%) |
| Cold | + 40%( 70%) |
| All | + 28%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 20%( 70%) |
| Fire | + 39%( 70%) |
| Lightning | + 41%( 70%) |
Defense: Immunities
| Stun Resistance | 64% |
| Confusion Resistance | 10% |
| Disarm Resistance | 80% |
| Silence Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 44% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 551% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 212 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 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 24% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Last Stand |
| talent | Shield Wall |
| talent | Precise Strikes |
| detrimental effect | Reduces global action speed by 5%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+7 cooldowns). Infusion Saturation |
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
| beneficial effect | The target's skin reacts to damage, granting 17 armour. Stoneskin |
| beneficial effect | The target ignores pain, reducing all damage taken by 24%. Pain Suppression |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by shivgoroth. Escort: repented thief (level 2 of Norgos Lair) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Saluba the midge swarm. Escort: worried loremaster (level 4 of Old Forest) | 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. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * 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 |
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. | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed honey tree root. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed green worm. * You've found the needed giant spider spinneret. | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Issylar' (0 def, 10 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +12.00% ----- def ----- Armour +10 Fatigue +3% Resists +10% cold +9% fire Phys.save +9 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +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 | Ivoldamira (6 def, 1 armour) =water=2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Mag +1 Con dps ---------- Acc +16 (+4 eff.) ----- def ----- Armour +1 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +1% Resists +6% cold Silence- +15% ---------- misc Light +6 Telepathy Demon/Minor Demon/Major Breathe water A cap made of leather. |
| On hands | Adaba (0 def, 7 armour) 1.5 T1 hands armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +1 Con dps ---------- Phys.crit +1.0% Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +7 Phys.save +6 (+2 eff.) Disarm- +80% ---------- misc Talents +3 Iron Grip Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Yvyda (dig speed 37 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% Crit.mult +15.00% Res.pen +5% arcane Melee Ret 4 blight ----- def ----- Spell.save +3 (+1 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Rings can have magical properties. |
| On fingers | Daimerovor the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +4 Dex +4 Mag +2 Con dps ---------- Crit.mult +10.00% ----- def ----- Fatigue -4% Spell.save +11 (+4 eff.) ---------- misc Max.stam +13.00 Max.psi +20.00 Rings can have magical properties. |
| Around neck | steel amulet 'Crackleking'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Str +6 Dex +5 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +12% lightning ----- def ----- Mind.save +30 (+9 eff.) ---------- misc Hate/m.crit +2.00 Amulets can have magical properties. |
| In main hand | hateful dwarven-steel mace of massacre (34.5-48.3 power, 16 apr) 3.0 T3 mace 1H weapon [Ego] Master/Psionic Power 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +13.5% Atk.spd 100% Melee+ +10 darkness Against +9% Living Blunt and deadly. |
| Around waist | Eilinilramira 1.0 T3 belt armor [Rare] Disrupt While equipped: Stats +5 Dex +6 Mag +4 Wil +6 Con ----- def ----- Fatigue -20% Resists +8% acid +8% blight ---------- misc Max.enc +50 A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48-57.6 power, 320 block)7.0 T3 shield armor [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+6 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Wretchrock the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Crit.mult +10.00% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature Acc +5 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) Resists +18% lightning Phys.save +9 (+2 eff.) Mind.save +21 (+6 eff.) Die.at -50.00 life Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Radhasachak the steel plate armour (4 def, 29 armour) 17.0 T2 massive armor [Rare] Arcane While equipped: Stats +4 Str +3 Dex +10 Con dps ---------- Melee Ret 30 physical ----- def ----- Armour +29 Defense +4 (+1 eff.) Fatigue +30% Resists +6% fire -12% light +7% darkness Phys.save +12 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.stam +15.00 A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 137% / cooldown 69%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 69%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 112% / cooldown 88%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 88%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 105% / cooldown 85%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 105% efficiency and cooldown mod of 85%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 136% / cooldown 59%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 233)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 233 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 317 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 317 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 132 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 132 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (545% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 545% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the titan (511% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 511% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
restful copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun ----- def ----- Fatigue -4% HP.reg +1.10 Amulets can have magical properties. |
Silygavea the Galesear0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% nature Melee Ret 20 lightning ----- def ----- Resists +9% nature +9% lightning Amulets can have magical properties. |
grounding steel amulet of teleportation0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +20% Teleport- +50% Teleport you randomly (rad 30) Puts all charms on 15 cooldown Amulets can have magical properties. |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+3 eff.) Rings can have magical properties. |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings can have magical properties. |
marksman's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +22% Rings can have magical properties. |
Nightsong =cun=0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 15 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
dwarven-steel greatsword 'Beludrarin' (48-76.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 48.0 - 76.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +7 fire While equipped: Stats +5 Con +3 Mag dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +2 (+0 eff.) Res.pen +12% physical ----- def ----- Resists +5% arcane Disease- +5% Disarm- +24% Pinning- +10% Massive two-handed swords. |
balanced dwarven-steel longsword of massacre (28-39.2 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +29% Sharp, long, and deadly. |
pouch of dwarven-steel shots 'Blazepall' (20/20, 34.5-41.4 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 34.5 - 41.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Acc +11 Apr +3 Crit +5.0% Capacity 20 Ranged+ +12 light On Hit.r1 +24 light On Hit: * 40% chance to blind Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
steel plate armour 'Brodyroddanik' (4 def, 9 armour)17.0 T2 massive armor [Rare] Disrupt While equipped: dps ---------- Res.pen +10% physical Acc +4 (+1 eff.) Apr +2 ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +11% blight +4% physical +14% nature D.Red.from +7% Unnatural Heal.mod +10% ---------- misc Stam/turn +0.40 A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Gida the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Str ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% light +21% cold ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazeblur the pair of rough leather boots (3 def, 1 armour) =cun=2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Melee Ret 16 mind 8 lightning ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% ---------- misc Psi/ret +0.12 Max.hate +4.00 A pair of boots made of leather. |
Glareglamour the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +3 Cun +1 Con dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue -8% Phys.save +11 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Invis +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+3 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 14% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (21 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (39 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
pair of dwarven-steel boots 'Elenaderach' (15 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Defense +15 (+5 eff.) Fatigue +3% Resists +12% blight +9% temporal +3% light Heal/summ +20 ---------- misc Equi/ret +0.12 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glarita the drakeskin leather gloves (0 def, 3 armour) =cun=1.0 T5 hands armor [Random Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Mind.pwr +2 (+1 eff.) Melee+ 6 acid 13 blight 10 fire 8 cold 3 lightning Dmg.mod +5% blight ----- def ----- Armour +3 Resists +8% blight +9% mind +7% light +8% darkness Disarm- +0% ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 Infravis +2 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 29.28 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (3 def, 4 armour)1.5 T3 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+4 eff.) ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+3 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat (2 def, 0 armour) =cun=2.0 T3 head armor [Ego] Psionic While equipped: Stats +7 Cun dps ---------- Acc +0 (+0 eff.) ----- def ----- Defense +2 (+0 eff.) Mind.save +7 (+2 eff.) ---------- misc Light +0 A pointy cloth hat, very wizardly... |
rough leather cap 'Gilirach' (0 def, 1 armour) =con=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +6 Con ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +2 Infravis +3 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical Acc +0 (+0 eff.) ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +0 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
94 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
brass lantern 'Gumitira' =con=2.0 T1 lite [Rare] Disrupt While equipped: Stats +2 Str +5 Dex +3 Wil +10 Con ----- def ----- Resists +3% all Spell.save +6 (+2 eff.) ---------- misc Light +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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
good acid groove0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 2.4 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 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 50% 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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dwarfing Around the Dwarf Bulwark level 9
17th Profit 122nd year of Ascendancy at 14:33 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Dwarfing Around the Dwarf Bulwark level 26
17th Steel 123rd year of Ascendancy at 18:27 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dwarfing Around the Dwarf Bulwark level 20
3rd Iron 123rd year of Ascendancy at 12:02 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dwarfing Around the Dwarf Bulwark level 10
43rd Profit 122nd year of Ascendancy at 00:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dwarfing Around the Dwarf Bulwark level 20
26th Shortage 122nd year of Ascendancy at 19:01 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dwarfing Around the Dwarf Bulwark level 10
44th Profit 122nd year of Ascendancy at 00:44 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dwarfing Around the Dwarf Bulwark level 20
3rd Iron 123rd year of Ascendancy at 23:26 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dwarfing Around the Dwarf Bulwark level 9
12nd Profit 122nd year of Ascendancy at 03:45 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dwarfing Around the Dwarf Bulwark level 9
10th Profit 122nd year of Ascendancy at 01:01 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dwarfing Around the Dwarf Bulwark level 22
9th Iron 123rd year of Ascendancy at 15:49 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dwarfing Around the Dwarf Bulwark level 15
29th Loss 122nd year of Ascendancy at 01:50 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Dwarfing Around the Dwarf Bulwark level 27
38th Steel 123rd year of Ascendancy at 13:09 see stats
Log
Salota the ink squid uses Block.
Talent Shield Pummel is ready to use.
Water imp casts Water Bolt.
Dwarfing Around hits Salota the ink squid for (30 blocked), 0 physical, 3 blight (3 total damage).
Salota the ink squid's Beyond the Flesh hits Dwarfing Around for 9 temporal, 14 nature, 9 darkness, 14 physical, 9 fire (55 total damage).
Water imp hits Dwarfing Around for 37 cold damage.
Dwarfing Around uses Shield Pummel.
Salota the ink squid is stunned!
Salota the ink squid uses Telekinetic Smash.
Dwarfing Around hits Salota the ink squid for (132 blocked), 0 physical, (13 blocked), 0 physical, (175 blocked), 0 physical, (13 blocked), 0 physical, (30 blocked), 0 physical, 3 blight, (30 blocked), 0 physical, 3 blight (6 total damage).
Salota the ink squid hits Dwarfing Around for 0 arcane, 0 arcane, 5 physical, 3 fire, 3 temporal, 5 nature, 3 darkness, 5 physical, 3 fire (26 total damage).
Dwarfing Around instinctively hardens his skin and ignores the attack!
Dwarfing Around repels an attack from Salota the ink squid's Beyond the Flesh.
Dwarfing Around hits Salota the ink squid for (11 to psi shield), 5 physical, 3 blight (8 total damage).
Salota the ink squid hits Dwarfing Around for 5 physical, 3 fire (8 total damage).
Dwarfing Around hits Salota the ink squid for (56 to psi shield), 25 physical, 8 darkness, (2 to psi shield), 1 physical (34 total damage).
Salota the ink squid hits Dwarfing Around for 0 arcane damage.
Salota the ink squid's Beyond the Flesh misses Dwarfing Around.
Dwarfing Around hits Salota the ink squid for (11 to psi shield), 5 physical, 3 blight (8 total damage).
Salota the ink squid hits Dwarfing Around for 6 physical, 3 fire (9 total damage).
Dwarfing Around performs a melee critical strike against Salota the ink squid!
Salota the ink squid shrugs off the critical damage!
Dwarfing Around hits Salota the ink squid for (53 to psi shield), 24 physical, 8 darkness, (2 to psi shield), 1 physical (32 total damage).
Salota the ink squid hits Dwarfing Around for 0 arcane damage.
Salota the ink squid's Beyond the Flesh misses Dwarfing Around.
Water imp casts Water Bolt.
Saving game...





































































































