
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Some changes Infinite Dungeon 1.7.6Some changes for Infinite Dungeon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Infinite |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 4 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by fire imp at level 4 on the 17th Voratun 122nd year of Ascendancy at 22:47 / 1 |
Primary Stats
| Strength | 17 (base 12) |
| Dexterity | 10 (base 12) |
| Constitution | 15 (base 12) |
| Magic | 10 (base 12) |
| Willpower | 20 (base 17) |
| Cunning | 19 (base 19) |
Resources
| Life | -12/141 |
| Hate | 100/100 |
| Psi | 32/138 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 0.26150778048544 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 8 |
| Accuracy | 24 |
| Crit Chance | 5% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 24 |
| Crit Chance | 5% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 6% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 3 (30%) |
| Defense | 4 |
| Ranged Defense | 4 |
| Fatigue | 7 |
| Physical Save | 11.4 |
| Spell Save | 10.6 |
| Mental Save | 13 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cursed / Force of will | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Tool | [vs. iron pickaxe (dig speed 38 turns) (Tool)]iron pickaxe (dig speed 38 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-) Str When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| Psionic focus | [vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 2)]iron greatsword (18-28 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 Base power: 17.5 - 28.0(+15.5 - +25.8) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-11) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Massive two-handed swords. Tap to cycle through comparison choices |
| On hands | [vs. iron gauntlets (0 def, 1 armour) (On hands)]iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-) Crit. chance: +2.0% (-) Attack speed: 83% (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| In main hand | [vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 3)]mossy mindstar (2-2 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Talents granted: +1.00(-) Attune Mindstar Mindpower: +2 (+1 eff.) (-) Mental crit. chance: +1% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Main armor | [vs. rough leather armour (3 def, 2 armour) (Main armor)]rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+3 eff.) (-) Fatigue: +6% (-) A suit of armour made of leather. |
| Light source | [vs. brass lantern (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 (-) 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. |
| Cloak | [vs. linen cloak (1 def, 0 armour) (Cloak)]linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In off hand | [vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 3)]mossy mindstar (3-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(+1.0 - +1.1) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Talents granted: +1.00(-) Attune Mindstar Mindpower: +2 (+1 eff.) (-) Mental crit. chance: +1% (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
Inventory
medical injector implant (efficiency 84% / cooldown 91%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 84% efficiency and cooldown mod of 91%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 88% / cooldown 87%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 88% efficiency and cooldown mod of 87%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.5 steam per turn. Can be activated for an instant burst of 22 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.blink rune (range 4; phase 10; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.manasurge rune (regen 603% over 10 turns; mana 30; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 603% for 10 turns (15 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. elm starstaff (10-12 power, 2 apr, physical element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(+8.0 - +9.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-10) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10% physical Talents granted: +0(+-1) Attune Mindstar +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. iron longsword (12-17 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8(+10.0 - +14.6) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-10) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. iron longsword (12-16 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1(+9.5 - +13.9) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-10) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. flaming iron waraxe of massacre (18-26 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.5 - 25.9(+16.5 - +23.7) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-10) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +5 fire When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) One-handed war axes. Tap to cycle through comparison choices |
[vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. iron dagger (10-14 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7(+8.5 - +11.4) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-7) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0(+8.0 - +10.8) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-7) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. iron steamsaw (10-14 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 9.5 - 14.2(+7.5 - +12.1) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-12) Crit. chance: +1.5% (-1.0%) Attack speed: 100% (-) Block value: +10 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Talents granted: +0(+-1) Attune Mindstar +1 Block Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. iron steamsaw (11-16 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 11.0 - 16.5(+9.0 - +14.3) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-12) Crit. chance: +1.5% (-1.0%) Attack speed: 100% (-) Block value: +14 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Talents granted: +0(+-1) Attune Mindstar +1 Block Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. elm longbow Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-12) Crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +6 When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. elm longbow Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-12) Crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +6 When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. elm longbow of fire Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-12) Crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +6 Damage (Ranged): +8 fire When wielded/worn: Changes damage: +14% fire Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. rough leather sling Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-12) Crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +6 When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. rough leather sling of acid Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-12) Crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +6 Damage (Ranged): +5 acid When wielded/worn: Changes damage: +9% acid Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
[vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-9) Crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
[vs. mossy mindstar (2-2 power, 12 apr, mind damage) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-9) Crit. chance: +0.0% (-2.5%) Attack speed: 100% (-) Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level.quiver of elm arrows (17/17, 12-18 power, 5 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of iron shots (16/16, 14-17 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.0 - 16.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 Shots are used with slings to pummel your foes to death. |
[vs. mossy mindstar (3-3 power, 12 apr, nature damage) (In off hand)]This item will automatically be transmogrified when you leave the level. iron shield (0 def, 2 armour, 10-13 power, 21 block) Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-12) Crit. chance: +0.0% (-2.5%) Attack speed: inf% (inf%) When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +21 When wielded/worn: Armour: +2 Fatigue: +8% Talents granted: +0(+-1) Attune Mindstar +1 Block Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Handheld deflection devices. |
[vs. mossy mindstar (3-3 power, 12 apr, nature damage) (In off hand)]This item will automatically be transmogrified when you leave the level. iron shield (0 def, 2 armour, 8-10 power, 20.5 block) Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-12) Crit. chance: +0.0% (-2.5%) Attack speed: inf% (inf%) When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Fatigue: +8% Talents granted: +0(+-1) Attune Mindstar +1 Block Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-1%) Handheld deflection devices. |
[vs. rough leather armour (3 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +0% (-6%) Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. rough leather armour (3 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. prismatic iron plate armour of temporal resistance (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (+5) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +22% (+16%) Changes resistances: +15% temporal / +10% light / +10% darkness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.rough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.miner's pair of iron boots (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% 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. |
[vs. iron gauntlets (0 def, 1 armour) (On hands)]This item will automatically be transmogrified when you leave the level. rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +0% (-1%) When used to modify unarmed attacks: Base power: 8.0 - 8.8(-5.0 - -9.4) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-2) Crit. chance: +1.0% (-1.0%) Attack speed: 100% (+17%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
Log
Zora is free from the acid.
Talent Distortion Bolt is ready to use.
Talent Realign is ready to use.
Zora uses Distortion Bolt.
Zora's Distortion Bolt hits Armoured skeleton warrior for 41 physical damage.
Fire imp casts Phase Door.
Zora's Beyond the Flesh misses Armoured skeleton warrior.
Zora uses Dream Smith's Hammer.
Zora hits Armoured skeleton warrior for 11 physical damage.
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Zora converts some damage to Psi!
Armoured skeleton warrior hits Zora for 10 to psi, 55 physical, 1 to psi, 5 fire (71 total damage).
Zora's Beyond the Flesh hits Armoured skeleton warrior for 4 physical damage.
Zora uses Infusion: Healing.
Zora receives 44 healing (8 psi heal) from Infusion: Healing.
Zora uses Infusion: Regeneration.
Zora starts regenerating health quickly.
Armoured skeleton warrior is no longer distorted.
Armoured skeleton warrior uses Disarm.
Zora is disarmed!
Fire imp spits flames!
Zora converts some damage to Psi!
Armoured skeleton warrior hits Zora for 9 to psi, 51 physical, 1 to psi, 5 fire (66 total damage).
Fire imp hits Zora for 5 to psi, 25 fire (30 total damage).
Zora the level 4 dwarf adventurer was roasted to death by a fire imp on level 1 of Infinite Dungeon.










































































