











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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: Forbidden Cults 1.5.9Official 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.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 17 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 17 on the 11st Dearth 122nd year of Ascendancy at 12:38 / 1 |
Primary Stats
| Strength | 52.14 (base 36) |
| Dexterity | 15 (base 10) |
| Constitution | 35.14 (base 14) |
| Magic | 15 (base 10) |
| Willpower | 63.14 (base 34) |
| Cunning | 18 (base 13) |
Resources
| Life | -392/566 |
| Equilibrium | 60 |
| Healing Factor | 1.4338256800234 |
| Regeneration | 0.35845642000585 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | +11.093867610317% |
| Spell | 0% |
| Global | +83.635201363733% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 36 |
| Crit Chance | 23% |
| APR | 4 |
| Speed | 0.97 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 12% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Temporal | +4% |
| Blight | +8% |
| Arcane | +4% |
| Nature | +4% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 36.79780850596 (81.694915254237%) |
| Defense | 0 |
| Ranged Defense | 11 |
| Fatigue | 32 |
| Physical Save | 32 |
| Spell Save | 31 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 40%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 10%( 70%) |
| Lightning | + 7%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 38% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 8 turns. While Heroism is active, you will only die when reaching -428 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 246 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fungus | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Icy Skin |
| detrimental effect | The target is encased in thorny vines, dealing 12 nature damage each turn and reducing its speed by 20%. Thorn Grab |
| beneficial effect | Increases your three highest stats by 12 and keeps you from dying even if your life drops to -377. Heroism |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Absorbs 88 damage from the next blockable attack. Blocking |
| detrimental effect | The target is in the center of a lightning hurricane, doing 27.90 to 83.70 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | The target is recovering 20 life each turn. Recovery |
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 failed to protect the lone alchemist from death by cutpurse. Escort: lone alchemist (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by José, the Great Dwarf. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by copperhead snake. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 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 | [vs. scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour) (On feet)]scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +3 (+0 eff.) (-) Ranged Defense: +3 (+3 eff.) (-) Fatigue: +1% (-) Spellpower: +4 (+2 eff.) (-) A pair of boots made of leather. |
| Light source | [vs. brass lantern of health (Light source)]brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 (-) Light radius: +2 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. iron helm of constitution (+3) (0 def, 3 armour) (On head)]iron helm of constitution (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3(-) Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. temporal iron gauntlets of magic (+2) (0 def, 1 armour) (On hands)]temporal iron gauntlets of magic (+2) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 5(-) temporal Damage (Ranged): 5(-) temporal Changes stats: +2(-) Mag Changes resistances: +6%(-) temporal Changes damage: +4%(-) arcane / +4%(-) temporal Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. The Cog (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5(-) Cun / +3(-) Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | [vs. marksman's copper ring of clarity (On fingers, 1 of 2)]marksman's copper ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) (-) Changes stats: +2(-) Dex Mental save: +6 (+3 eff.) (-) Confusion immunity: +20% (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. marksman's copper ring of clarity (On fingers, 1 of 2)]conjurer's steel ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Physical power: +5 (+1 eff.) Changes stats: +0(-2) Dex / +5 Mag / +5 Wil Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-20%) Spellpower: +12 (+6 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. mindweaver's gold amulet (Around neck)]mindweaver's gold amulet Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3(-) Wil Mental save: +10 (+5 eff.) (-) Confusion immunity: +18% (-) Mindpower: +7 (+2 eff.) (-) Amulets can have magical properties. |
| In main hand | [vs. Skullcleaver (20-28 power, 4 apr) (In main hand)]Skullcleaver (20-28 power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-) Crit. chance: +12.0% (-) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% (-) Damage conversion: 25%(-) blight When wielded/worn: Changes damage: +8%(-) blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Around waist | [vs. nightruned rough leather belt (Around waist)]nightruned rough leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-) light / +5%(-) darkness A belt that goes around your waist. |
| In off hand | [vs. shocking dwarven-steel shield of cold resistance (+17%) (8 def, 2 armour, 30-36 power, 88 block) (In off hand)]shocking dwarven-steel shield of cold resistance (+17%) (8 def, 2 armour, 30-36 power, 88 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% (-) Block value: +88 (-) On weapon hit: * 10% chance to daze at end of turn When wielded/worn: Armour: +2 (-) Defense: +8 (+0 eff.) (-) Ranged Defense: +8 (+8 eff.) (-) Fatigue: +12% (-) Damage (Melee): 5(-) lightning Damage when hit (Melee): 12(-) lightning Changes resistances: +17%(-) cold Talents granted: +3.00(-) Block Handheld deflection devices. |
| Cloak | [vs. enveloping cashmere cloak of protection (8 def, 0 armour) (Cloak)]enveloping cashmere cloak of protection (8 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+0 eff.) (-) Physical save: +7 (+3 eff.) (-) Spell save: +7 (+4 eff.) (-) Mental save: +7 (+3 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. Thalore-Wood Cuirass (4 def, 12 armour) (Main armor)]Thalore-Wood Cuirass (4 def, 12 armour) Requires: - Strength 24 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 (-) Defense: +4 (+0 eff.) (-) Fatigue: +14% (-) Changes stats: +3(-) Dex / +3(-) Wil / +3(-) Con Changes resistances: +18%(-) cold / +18%(-) darkness / +18%(-) nature Healing mod.: +25% (-) Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
This item will automatically be transmogrified when you leave the level.sun infusion (rad 6; power 20; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 50 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 50 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. mindweaver's gold amulet (Around neck)]Emelesemina Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 16 blight Changes stats: +0(-3) Wil / +3 Mag Changes resistances: +3% blight / +5% arcane Changes resistances penetration: +5% blight / +5% arcane Changes damage: +3% arcane Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Confusion immunity: +0% (-18%) Mindpower: +0 (+0 eff.) (-7 (-2 eff.)) Amulets can have magical properties. |
[vs. mindweaver's gold amulet (Around neck)]This item will automatically be transmogrified when you leave the level. restful steel amulet of healing Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +0(-3) Wil Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Cut immunity: +50% Confusion immunity: +0% (-18%) Life regen: +0.90 Mindpower: +0 (+0 eff.) (-7 (-2 eff.)) Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 246 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
[vs. marksman's copper ring of clarity (On fingers, 1 of 2)]titan's steel ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Changes stats: +0(-2) Dex / +3 Con Physical save: +6 (+3 eff.) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Skullcleaver (20-28 power, 4 apr) (In main hand)]iron greatmaul of erosion (18.5-27.75 power, 1 apr) Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8(-1.5 - -0.3) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-3) Crit. chance: +0.5% (-11.5%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +0% (-10%) Damage (Melee): +9 nature / +9 temporal Damage conversion: 0%(-25%) blight When wielded/worn: Changes damage: +0%(-8%) blight Massive two-handed mauls. |
[vs. Skullcleaver (20-28 power, 4 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel greatmaul (25-37.5 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 25.0 - 37.5(+5.0 - +9.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-2) Crit. chance: +1.0% (-11.0%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +0% (-10%) Damage conversion: 0%(-25%) blight When wielded/worn: Changes damage: +0%(-8%) blight Massive two-handed mauls. |
[vs. Skullcleaver (20-28 power, 4 apr) (In main hand)]Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4(+29.0 - +50.4) Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 (+5) Crit. chance: +9.0% (-3.0%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). On weapon hit: + 9% chance to stun or confuse the target Lifesteal (this weapon only): +0% (-10%) Damage (Melee): +49 light / +49 darkness Damage conversion: 0%(-25%) blight When wielded/worn: Changes damage: +0%(-8%) blight The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. This item has been sent to the Item's Vault. |
[vs. Skullcleaver (20-28 power, 4 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel longsword of dampening (15-21 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0(-5.0 - -7.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-1) Crit. chance: +3.0% (-9.0%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +0% (-10%) Damage conversion: 0%(-25%) blight When wielded/worn: Changes resistances: +8% acid / +7% fire / +7% cold / +8% lightning Changes damage: +0%(-8%) blight Spell save: +6 (+3 eff.) Sharp, long, and deadly. |
[vs. shocking dwarven-steel shield of cold resistance (+17%) (8 def, 2 armour, 30-36 power, 88 block) (In off hand)]crackling steel shield of radiance (6 def, 2 armour, 15.5-18.6 power, 43 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6(-14.5 - -17.4) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% (-0.5%) Block value: +43 (-45) On weapon hit: * 0% chance to daze at end of turn (-10%) Damage (Melee): +10 lightning / +12 light When wielded/worn: Armour: +2 (-) Defense: +6 (+0 eff.) (-2 (+0 eff.)) Ranged Defense: +6 (+6 eff.) (-2 (-2 eff.)) Fatigue: +8% (-4%) Damage (Melee): 0(-5) lightning Effects when hit in melee: * 11% chance to daze at end of turn * 16% chance to blind Damage when hit (Melee): 0(-12) lightning Changes stats: +2 Dex / +2 Mag / +4 Con Changes resistances: +12% lightning / +0%(-17%) cold / +10% light Talents granted: +2(+-1) Block Handheld deflection devices. |
[vs. Thalore-Wood Cuirass (4 def, 12 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. spellwoven woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-12) Defense: +0 (+0 eff.) (-4 (+0 eff.)) Fatigue: +0% (-14%) Changes stats: +0(-3) Dex / +0(-3) Wil / +0(-3) Con Changes resistances: +0%(-18%) cold / +0%(-18%) darkness / +0%(-18%) nature Spell save: +17 (+8 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +3% Healing mod.: +0% (-25%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Thalore-Wood Cuirass (4 def, 12 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-12) Defense: +0 (+0 eff.) (-4 (+0 eff.)) Fatigue: +0% (-14%) Changes stats: +0(-3) Dex / +0(-3) Wil / +0(-3) Con Changes resistances: +0%(-18%) cold / +0%(-18%) darkness / +0%(-18%) nature Healing mod.: +0% (-25%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Thalore-Wood Cuirass (4 def, 12 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-12) Defense: +0 (+0 eff.) (-4 (+0 eff.)) Fatigue: +0% (-14%) Changes stats: +0(-3) Dex / +0(-3) Wil / +0(-3) Con Changes resistances: +0%(-18%) cold / +0%(-18%) darkness / +0%(-18%) nature Healing mod.: +0% (-25%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Thalore-Wood Cuirass (4 def, 12 armour) (Main armor)]Elenedil the hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +6 (-6) Defense: +3 (+0 eff.) (-1 (+0 eff.)) Fatigue: +8% (-6%) Changes stats: +0(-3) Dex / +0(-3) Wil / +2(-1) Con Changes resistances: +0%(-18%) nature / +0%(-18%) cold / +0%(-18%) darkness / +18% fire Physical save: +9 (+5 eff.) Life regen: +0.80 Maximum stamina: +15.00 Healing mod.: +0% (-25%) A suit of armour made of leather. |
[vs. Thalore-Wood Cuirass (4 def, 12 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cleansing steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-6) Defense: +2 (+0 eff.) (-2 (+0 eff.)) Fatigue: +14% (-) Changes stats: +0(-3) Dex / +0(-3) Wil / +0(-3) Con Changes resistances: +10% blight / +0%(-18%) cold / +12%(-6%) nature / +0%(-18%) darkness Healing mod.: +0% (-25%) A suit of armour made of mail. |
[vs. temporal iron gauntlets of magic (+2) (0 def, 1 armour) (On hands)]Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (+1) Damage (Melee): 0(-5) temporal Damage (Ranged): 0(-5) temporal Changes stats: +0(-2) Mag / +3 Wil / +2 Cun Changes resistances: +0%(-6%) temporal / +10% fire Changes damage: +5% fire / +0%(-4%) arcane / +0%(-4%) temporal Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 52.62 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. brass lantern of health (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Maximum life: +0.00 (-43.00) Light radius: +4 (+2) Healing mod.: +10% It can be used to call light (120 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. The Cog (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes stats: +0(-5) Cun / +0(-3) Wil Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. The Cog (Tool)]This item will automatically be transmogrified when you leave the level. Porisebeth the Ebonydeath [power 2] (10 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness Changes stats: +0(-5) Cun / +0(-3) Wil Changes resistances: +6% fire Changes damage: +24% darkness / +6% fire It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. The Cog (Tool)]yew totem of thorny skin 'Radiancespire' [power 42] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +0(-5) Cun / +0(-3) Wil Changes resistances: +6% light / +18% acid Changes resistances penetration: +15% light Changes damage: +9% light Light radius: +2 It can be used to harden the skin for 7 turns increasing armour by 42 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By José, the Great Dwarf the Dwarf Wyrmic level 7
24th Voratun 122nd year of Ascendancy at 07:45 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By José, the Great Dwarf the Dwarf Wyrmic level 15
24th Wealth 122nd year of Ascendancy at 17:31 see stats
Level 10 (Roguelike)
Got a character to level 10.By José, the Great Dwarf the Dwarf Wyrmic level 10
5th Profit 122nd year of Ascendancy at 03:34 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By José, the Great Dwarf the Dwarf Wyrmic level 14
19th Wealth 122nd year of Ascendancy at 04:58 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By José, the Great Dwarf the Dwarf Wyrmic level 5
17th Voratun 122nd year of Ascendancy at 22:54 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By José, the Great Dwarf the Dwarf Wyrmic level 17
11st Dearth 122nd year of Ascendancy at 03:41 see stats
The Arena (Roguelike)
Unlocked Arena mode.By José, the Great Dwarf the Dwarf Wyrmic level 8
2nd Acquisition 122nd year of Ascendancy at 16:56 see stats
The secret city (Roguelike)
Discovered the truth about mages.By José, the Great Dwarf the Dwarf Wyrmic level 9
3rd Profit 122nd year of Ascendancy at 13:41 see stats
Log
José, the Great Dwarf hits War hound for 12 lightning, 18 cold (30 total damage).
José, the Great Dwarf receives 29 healing.
Thorn Grab from Ivoldath the forest troll hits José, the Great Dwarf for 7 nature damage.
War hound hits José, the Great Dwarf for 30 physical damage.
Hurricane from Urkis, the High Tempest hits Ivoldath the forest troll for 70 lightning damage.
Hurricane from Urkis, the High Tempest hits War hound for 70 lightning damage.
Hurricane from Urkis, the High Tempest hits José, the Great Dwarf for 68 lightning damage.
Ivoldath the forest troll summons a Turtle!
Urkis, the High Tempest casts Shock.
Thunderstorm hits José, the Great Dwarf for 20 lightning damage.
José, the Great Dwarf is dazed!
José, the Great Dwarf is not dazed anymore.
Urkis, the High Tempest's Shock hits José, the Great Dwarf for 149 lightning damage.
José, the Great Dwarf is dazed!
José, the Great Dwarf is not dazed anymore.
War hound hits José, the Great Dwarf for 32 physical damage.
José, the Great Dwarf hits War hound for 12 lightning, 18 cold (30 total damage).
Talent Block is ready to use.
Thorn Grab from Ivoldath the forest troll hits José, the Great Dwarf for 8 nature damage.
José, the Great Dwarf receives 29 healing.
Hurricane from Urkis, the High Tempest hits Turtle for 69 lightning damage.
Hurricane from Urkis, the High Tempest hits Ivoldath the forest troll for 69 lightning damage.
Hurricane from Urkis, the High Tempest hits War hound for 69 lightning damage.
Hurricane from Urkis, the High Tempest hits José, the Great Dwarf for 66 lightning damage.
José, the Great Dwarf uses Block.
Turtle uses Taunt.
Ivoldath the forest troll summons a Ritch Flamespitter!
Urkis, the High Tempest casts Lightning.
Saving game...





























































































