Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Inventory Keys 1.1.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.3.0Donators/Buyers bonus! Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Item Notes 1.3.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Doombringer |
Level / Exp | 20 / 24% |
Size | medium |
Lifes / Deaths | Killed by Voremina the snow giant at level 20 on the 14th Regrowth 123rd year of Ascendancy at 02:24 / 1 |
Primary Stats
Strength | 59 (base 48) |
Dexterity | 10.677900324461 (base 10) |
Constitution | 27 (base 12) |
Magic | 44 (base 41) |
Willpower | 8 (base 10) |
Cunning | 9 (base 11) |
Resources
Life | -95/770 |
Stamina | 117/179 |
Vim | 52/116 |
Healing Factor | 1.04 |
Regeneration | 5.46 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +98.723073231957% |
Vision
Sight | 10 |
Lite | 9 |
Offense: Mainhand
Damage | 108 |
Accuracy | 45 |
Crit Chance | 107% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 9 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
All | -24% |
Defense: Base
Armour (hardiness) | 55.923073231957 (93.924050632911%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 15 |
Physical Save | 27 |
Spell Save | 25 |
Mental Save | 7 |
Defense: Resistances
All | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 72% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 31.82 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 202 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Torture | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
talent | Flame of Urh'Rok |
talent | Abyssal Shield |
detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
beneficial effect | Next 2 melee attacks are certain to critically strike, and this unit has 17% more critical power. Voracious Blade |
detrimental effect | The target is poisoned, taking 2.86 nature damage per turn and decreasing all heals received by 20%. Insidious Poison |
detrimental effect | The target is infected by a disease, reducing its dexterity by 8 and doing 31.38 blight damage per turn. Decrepitude Disease |
beneficial effect | The target is out of phase with reality, increasing defense by 5, resist all by 2%, and reducing the duration of detrimental timed effects by 10%. Out of Phase |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+12). Continuum Destabilization |
detrimental effect | The gloom has confused the target, making it act randomly (50% chance) and unable to perform complex actions. Confused by the gloom |
beneficial effect | The target is recovering 25 life each turn. Recovery |
detrimental effect | The target has been tethered to the location and has a 15% chance of being teleported back, creating an explosion for 53.21 physical and 53.21 temporal warp damage at both ends of the teleport. Spatial Tether |
detrimental effect | The gloom reduces damage the target inflicts by 24%. Gloom Weakness |
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 |
Escort the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara) | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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 |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed red crystal shard. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 hardened leather boots 'Demonjeer' (0 def, 3 armour) pair of hardened leather boots 'Demonjeer' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 40% * 15% chance to inflict damage reduction Damage when hit (Melee): 4 nature Changes stats: +6 Lck / +5 Dex Changes resistances: +3% darkness Changes damage: +3% darkness Stealth bonus: +5 A pair of boots made of leather. |
Light source | Bleaktrail the alchemist's lamp Bleaktrail the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +6% darkness Maximum life: +43.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | linen wizard hat 'Boltstinger' (1 def, 0 armour) =DAZE ON HIT= linen wizard hat 'Boltstinger' (1 def, 0 armour) =DAZE ON HIT=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 40% chance to daze Changes resistances: +3% lightning / +6% fire / +5% cold A pointy cloth hat, very wizardly... |
Tool | Splendournight the elm wand of conjuration [power 85] (10 cooldown) Splendournight the elm wand of conjuration [power 85] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Maximum vim: +5.00 Light radius: +1 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to fire a bolt of a random element with (base) damage 42 to 85, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +22% Life regen: +1.00 Rings can have magical properties. |
On fingers | steel ring 'Lisyvena' steel ring 'Lisyvena'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Physical power: +7 (+2 eff.) Defense: +9 (+5 eff.) Changes stats: +5 Str / +7 Con Changes resistances: +3% acid / +6% darkness / +6% lightning Changes damage: +3% mind Spell save: +11 (+5 eff.) Maximum stamina: +11.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around waist | Hathadular the hardened leather belt Hathadular the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Changes damage: +3% physical Critical mult.: +6.00% Physical save: +3 (+1 eff.) Life regen: +1.80 Healing mod.: +13% A belt that goes around your waist. |
In main hand | insidious dwarven-steel greatmaul of massacre (53.5-80.25 power, 2 apr) insidious dwarven-steel greatmaul of massacre (53.5-80.25 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 53.5 - 80.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +14 insidious poison Massive two-handed mauls. |
On hands | cinder rough leather gloves of dexterity (+3) (0 def, 1 armour) cinder rough leather gloves of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +1 Damage (Melee): 6 fire Changes stats: +3 Dex Changes resistances: +6% fire Changes damage: +4% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | hardened steel plate armour of Eyal (4 def, 15 armour) hardened steel plate armour of Eyal (4 def, 15 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +5% acid / +5% physical / +6% cold / +6% fire / +6% lightning Life regen: +1.00 Maximum life: +41.00 Healing mod.: +11% A suit of armour made of metal plates. |
Cloak | cashmere cloak 'Blazequench' (2 def, 0 armour) cashmere cloak 'Blazequench' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 4 light / 4 acid Changes damage: +9% acid Maximum life: +66.00 Maximum stamina: +16.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | restful copper amulet of magic (+3) restful copper amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Mag Life regen: +1.20 Amulets can have magical properties. |
Inventory
warbringer's voratun battleaxe of the leech (58-87 power, 4 apr) =+3 CON= warbringer's voratun battleaxe of the leech (58-87 power, 4 apr) =+3 CON=Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 14% * leeches stamina from the target When wielded/worn: Physical power: +12 (+4 eff.) Damage when hit (Melee): 16 nature slow Changes stats: +3 Con Changes resistances penetration: +13% physical Disarm immunity: +22% Massive two-handed battleaxes. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+8 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
acidic dwarven-steel dagger of phasing (21-27.3 power, 14 apr) acidic dwarven-steel dagger of phasing (21-27.3 power, 14 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +14 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +11% Damage (Melee): +7 acid Sharp, short and deadly. |
hateful dwarven-steel dagger (19-24.7 power, 7 apr) hateful dwarven-steel dagger (19-24.7 power, 7 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +6% Living Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger (11-14.3 power, 6 apr)steel dagger (11-14.3 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
acidic dwarven-steel greatmaul of projection (44.5-66.75 power, 2 apr) acidic dwarven-steel greatmaul of projection (44.5-66.75 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 mind / +10 acid It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
acidic dwarven-steel greatmaul of projection (38.5-57.75 power, 2 apr) acidic dwarven-steel greatmaul of projection (38.5-57.75 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 38.5 - 57.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +7 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed mauls. |
Prismwend (39-62.4 power, 2 apr) Prismwend (39-62.4 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 (+4 eff.) Damage when hit (Melee): 16 light Changes resistances: +6% light Light radius: +1 Massive two-handed swords. |
manaburning dwarven-steel longsword (24.5-34.3 power, 4 apr) manaburning dwarven-steel longsword (24.5-34.3 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12 arcane resource burn Sharp, long, and deadly. |
voratun longsword 'Cindercast' (45-63 power, 6 apr) =+7 CON= voratun longsword 'Cindercast' (45-63 power, 6 apr) =+7 CON=Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +51 insidious poison Burst (radius 1) on hit: +4 fire When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +10 (+3 eff.) Changes stats: +4 Str / +7 Con Changes resistances: +5% arcane Changes resistances penetration: +13% physical Changes damage: +6% arcane / +10% physical Disarm immunity: +23% Stamina when hit: +2.30 Sharp, long, and deadly. |
acidic dwarven-steel mace (27.5-38.5 power, 4 apr) acidic dwarven-steel mace (27.5-38.5 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Blunt and deadly. |
balanced dwarven-steel mace of crippling (26.5-37.1 power, 4 apr) balanced dwarven-steel mace of crippling (26.5-37.1 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +5.0% Defense: +7 (+4 eff.) Disarm immunity: +20% Blunt and deadly. |
quick dwarven-steel waraxe of erosion (19-26.6 power, 4 apr) quick dwarven-steel waraxe of erosion (19-26.6 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 111% Damage (Melee): +8 nature / +7 temporal When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +4 Dex One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Betaba the Breezeknave (1 def, 0 armour) =DAZE and SLOW= Betaba the Breezeknave (1 def, 0 armour) =DAZE and SLOW=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 15% * 30% chance to daze Changes stats: +2 Cun / +2 Dex Changes resistances: +6% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
resilient linen cloak of Iron Throne (1 def, 0 armour) =+2 CON= resilient linen cloak of Iron Throne (1 def, 0 armour) =+2 CON=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
NOTE: +4 CON SCUM woollen robe 'Blindtrail' (0 def, 0 armour) =+4 CON=woollen robe 'Blindtrail' (0 def, 0 armour) =+4 CON= Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 16 light Changes stats: +4 Con Changes resistances: +6% fire Changes damage: +6% fire / +6% nature / +6% light Poison immunity: +24% Disease immunity: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Deepsravager (5 def, 4 armour) Deepsravager (5 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 4 darkness Changes resistances: +3% darkness Changes damage: +3% mind / +12% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour) =SPEED BUFF= Eden's Guile (2 def, 1 armour) =SPEED BUFF=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 24% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Hanudunachak the Swampflash (0 def, 1 armour) =SLOW ON HIT= Hanudunachak the Swampflash (0 def, 1 armour) =SLOW ON HIT=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Cun / +2 Con Changes resistances penetration: +5% arcane Changes damage: +3% nature Physical save: +12 (+6 eff.) Mental save: +11 (+11 eff.) A pair of boots made of leather. |
Lorekalthostir the Purequick (0 def, 3 armour) =+4 CON, RUSH= Lorekalthostir the Purequick (0 def, 3 armour) =+4 CON, RUSH=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 nature Changes stats: +3 Str / +4 Con Changes resistances: +6% nature Hate when firing a critical mind attack: +1.00 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.2 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Serpentwhisper the pair of dwarven-steel boots (0 def, 10 armour) Serpentwhisper the pair of dwarven-steel boots (0 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Damage when hit (Melee): 8 nature / 16 fire Changes resistances: +3% nature Changes resistances penetration: +5% fire Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Dagybar' (0 def, 4 armour) pair of dwarven-steel boots 'Dagybar' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +3 Cun Changes resistances: +3% light / +6% cold Maximum encumbrance: +26 Physical save: +8 (+4 eff.) Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xerassra (0 def, 7 armour) =SAND GLOVES= Xerassra (0 def, 7 armour) =SAND GLOVES=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes damage: +5% physical Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Silence immunity: +10% Only die when reaching: -20.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +2 Mag Changes damage: +5% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
NOTE: aa Ebonysmash (0 def, 3 armour) =+2 CON=Ebonysmash (0 def, 3 armour) =+2 CON= Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 darkness Changes stats: +3 Str / +2 Con Changes resistances: +3% darkness Changes damage: +3% darkness / +6% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lisuma (0 def, 4 armour) =WATER BREATHING= Lisuma (0 def, 4 armour) =WATER BREATHING=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +9% lightning / +6% temporal / +15% cold Allows you to breathe in: water Spell save: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Silynne the linen wizard hat (1 def, 0 armour) =SLOW ON HIT= Silynne the linen wizard hat (1 def, 0 armour) =SLOW ON HIT=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 10 arcane resource burn Changes resistances: +6% lightning / +6% temporal Spell save: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Belyba' (0 def, 4 armour) dwarven-steel helm 'Belyba' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +9% fire Reduces incoming crit damage: 15.00% Physical save: +14 (+7 eff.) Blindness immunity: +10% Poison immunity: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Kindlemaster the dwarven-steel pickaxe (dig speed 15 turns) =+2 LIGHT RADIUS= Kindlemaster the dwarven-steel pickaxe (dig speed 15 turns) =+2 LIGHT RADIUS=Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +2 Str Changes resistances: +9% acid Changes damage: +8% fire / +7% mind / +6% light Mental save: +7 (+7 eff.) Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Huragen' (dig speed 29 turns) =+4 CON= dwarven-steel pickaxe 'Huragen' (dig speed 29 turns) =+4 CON=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +4 Changes stats: +4 Str / +1 Dex / +1 Mag / +4 Con Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. 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) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Achievements
By Rotbringer the Ghoul Doombringer level 10
30th Dusk 122nd year of Ascendancy at 02:15 see stats
By Rotbringer the Ghoul Doombringer level 10
30th Dusk 122nd year of Ascendancy at 02:14 see stats
By Rotbringer the Ghoul Doombringer level 20
1st Wintertide 123rd year of Ascendancy at 16:45 see stats
By Rotbringer the Ghoul Doombringer level 16
40th Haze 122nd year of Ascendancy at 14:04 see stats
By Rotbringer the Ghoul Doombringer level 9
5th Dusk 122nd year of Ascendancy at 10:21 see stats
By Rotbringer the Ghoul Doombringer level 9
7th Dusk 122nd year of Ascendancy at 21:06 see stats
By Rotbringer the Ghoul Doombringer level 16
40th Haze 122nd year of Ascendancy at 05:26 see stats
Log
Xeruvena the venom drake hatchling uses Steady Shot.
Mayyssra the snow giant speeds up.
Xeruvena the venom drake hatchling is no longer poisoned.
Voremina the snow giant casts Temporal Bolt.
Rotbringer is weakened by the gloom.
Voremina the snow giant hits Rotbringer for 97 temporal damage.
Rotbringer is confused and fails to use Ghoulish Leap.
Xerymikira the cold drake hatchling uses Mark Prey.
Rotbringer is poisoned!
Rotbringer hits Xerymikira the cold drake hatchling for 3 acid, 3 light, 13 blight, 13 fire, 3 nature (35 total damage).
Xerymikira the cold drake hatchling hits Rotbringer for 27 physical, 1 nature, 3 temporal, 4 nature (36 total damage).
Xeruvena the venom drake hatchling's Steady Shot hits Rotbringer for 88 physical, 3 acid, 3 temporal, 2 darkness, 3 fire, (97 total damage).
Rotbringer receives 26 healing.
Insidious Poison from Xerymikira the cold drake hatchling hits Rotbringer for 1 nature damage.
Voremina the snow giant's Temporal Bolt hits Xerymikira the cold drake hatchling for 114 temporal damage.
Xeruvena the venom drake hatchling shoots!
Mayyssra the snow giant casts Dark Portal.
Xerymikira the cold drake hatchling is afflicted by a decrepitude disease!
Voremina the snow giant is afflicted by a weakness disease!
Rotbringer is afflicted by a decrepitude disease!
Mayyssra the snow giant is out of phase.
Mayyssra the snow giant recovers sight.
You pickup 0.65 gold pieces.
Rotbringer is out of phase.
Rotbringer looks a little pale around the edges.
Rotbringer has been yanked back to the tether!
Voremina the snow giant's spatial tether hits Rotbringer for 40 temporal, 30 physical, 39 temporal, 30 physical (139 total damage).
Voremina the snow giant casts Repulsion Blast.
Saving game...