











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines 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: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 17 / 14% |
Size | medium |
Lifes / Deaths | Killed by Bandit Leader Xerugariakira at level 17 on the 6th Wealth 122nd year of Ascendancy at 17:20 / 2Killed by Bandit Leader Xerugariakira at level 17 on the 6th Wealth 122nd year of Ascendancy at 18:22 |
Antimagic | Follower |
Primary Stats
Strength | 36 (base 32) |
Dexterity | 20 (base 14) |
Constitution | 31 (base 25) |
Magic | 8 (base 10) |
Willpower | 46 (base 28) |
Cunning | 15 (base 11) |
Resources
Life | -5/756 |
Stamina | 234/238 |
Equilibrium | 8 |
Healing Factor | 1.1658714593978 |
Regeneration | 8.7500417979029 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 70 |
Accuracy | 46 |
Crit Chance | 4% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Fire | +12% |
Nature | +3% |
Offense: Damage Penetration
Mind | +20% |
Defense: Base
Armour (hardiness) | 28.317011280364 (72.903125182002%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 18 |
Physical Save | 36 |
Spell Save | 30 |
Mental Save | 34 |
Defense: Resistances
Acid | + 32%( 70%) |
Lightning | + 4%( 70%) |
Cold | + 13%( 70%) |
Mind | + 3%( 70%) |
Blight | + 5%( 70%) |
Arcane | + 5%( 70%) |
Fire | + 8%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 64% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -264 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 528 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 268 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 the fox. 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.' * You've found the needed bear paw. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() Flashvalor the pair of rough leather boots (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage (Melee): 0(-20) item expose Damage when hit (Melee): 6(-) light Changes stats: +3(-) Cun / +3(-) Wil Changes resistances: +3%(-) mind Changes resistances penetration: +15%(-) mind Physical save: +6 (+3 eff.) (-) Spell save: +6 (+3 eff.) (-) Mental save: +6 (+3 eff.) (-) A pair of boots made of leather. |
Light source | ![]() Voreriata the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1(-) Cun Changes resistances: +3%(-) acid Changes resistances penetration: +5%(-) mind Hate when firing a critical mind attack: +1.00 (-) Maximum life: +42.00 (-) Maximum hate: +8.00 (-) 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. |
On head | ![]() stabilizing iron helm of constitution (+3) (0 def, 3 armour) Requires: - 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 Physical save: +11 (+5 eff.) (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Mental save: +10 (+5 eff.) (-) Mindpower: +5 (+3 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() psionicist's copper ring Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2(-) Wil Mental save: +4 (+2 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() marksman's gold ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex / +0(-2) Wil Mental save: +0 (+0 eff.) (-4 (-2 eff.)) Disarm immunity: +22% Pinning immunity: +25% Knockback immunity: +25% Maximum life: +20.00 Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | ![]() insulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-) fire / +6%(-) cold A belt that goes around your waist. |
In main hand | ![]() balanced steel greatsword of massacre (37-59 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +9 (+3 eff.) (-) Defense: +7 (+7 eff.) (-) Disarm immunity: +42% (-) Massive two-handed swords. |
On hands | ![]() Balofast the Pyrepunish (0 def, 1 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) (-) Armour penetration: +6 (-) Physical power: +5 (+1 eff.) (-) Armour: +1 (-) Fatigue: +1% (-) Damage when hit (Melee): 4(-) fire Changes resistances: +6%(-) blight / +3%(-) fire Changes damage: +3%(-) darkness / +12%(-) fire Spell save: +8 (+4 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() impenetrable steel mail armour of acid resistance (2 def, 15 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +21%(-) acid A suit of armour made of mail. |
Cloak | ![]() Moldwyrd the linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes resistances: +5%(-) arcane Changes damage: +3%(-) nature Physical save: +3 (+1 eff.) (-) Disease immunity: +20% (-) 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. |
Around neck | ![]() Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5(-) Wil Damage affinity(heal): +15%(-) nature Life regen: +2.00 (-) Mindpower: +5 (+3 eff.) (-) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.6 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 250 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Inventory
![]() warrior's copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-5) Wil Changes resistances: +6% physical Damage affinity(heal): +0%(-15%) nature Life regen: +0.00 (-2.00) Stamina each turn: +0.20 Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) Amulets make your neck look great! |
![]() Bill's Tree Trunk (30-51 power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0(-7.0 - -8.2) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 (+5) Crit. chance: +1.5% (-1.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Defense: +0 (+0 eff.) (-7 (-7 eff.)) Disarm immunity: +0% (-42%) It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 10 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() rejuvenating steel mail armour of stability (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-9) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +0%(-21%) acid / +6% physical Physical save: +11 (+5 eff.) Life regen: +2.00 Stamina each turn: +0.90 A suit of armour made of mail. |
![]() insulating pair of rough leather boots of speed (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 0(-20) item expose Damage when hit (Melee): 0(-6) light Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +5% fire / +0%(-3%) mind / +5% cold Changes resistances penetration: +0%(-15%) mind Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Movement speed: +25% A pair of boots made of leather. |
![]() pair of rough leather boots 'Tundravortex' (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 0(-20) item expose Damage when hit (Melee): 0(-6) light Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +6% lightning / +6% temporal / +6% nature / +0%(-3%) mind Changes resistances penetration: +0%(-15%) mind Changes damage: +9% cold Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +9 (+4 eff.) (+3 (+1 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) A pair of boots made of leather. |
![]() Ulutar (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% Effects on melee hit: * 20 arcane resource burn Damage (Melee): 0(-20) item expose Damage when hit (Melee): 0(-6) light Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +3% light / +0%(-3%) mind Changes resistances penetration: +0%(-15%) mind Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Stamina each turn: +0.40 Maximum stamina: +12.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() iron gauntlets of strength (+2) (0 def, 1 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-1 eff.)) Armour penetration: +0 (-6) Physical power: +6 (+2 eff.) (+1 (+1 eff.)) Armour: +1 (-) Fatigue: +1% (-) Damage when hit (Melee): 0(-4) fire Changes stats: +2 Str Changes resistances: +0%(-6%) blight / +0%(-3%) fire Changes damage: +0%(-3%) darkness / +0%(-12%) fire Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() linen wizard hat 'Shimmerblight' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-3) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +0(-3) Con Changes resistances: +3% lightning / +15% fire / +6% mind / +12% cold Changes resistances penetration: +10% cold Changes damage: +10% fire Physical save: +0 (+0 eff.) (-11 (-5 eff.)) A pointy cloth hat, very wizardly... |
![]() rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Changes stats: +3(-) Con Physical save: +0 (+0 eff.) (-11 (-5 eff.)) A cap made of leather. |
![]() grounding iron helm (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +0(-3) Con Changes resistances: +6% lightning / +6% temporal Physical save: +0 (+0 eff.) (-11 (-5 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() miner's iron helm of strength (+2) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 (+2) Fatigue: +5% (-) Changes stats: +2 Str / +0(-3) Con Physical save: +0 (+0 eff.) (-11 (-5 eff.)) Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Gorejam the brass lantern Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1(-) Cun Changes resistances: +0%(-3%) acid Changes resistances penetration: +5% nature / +0%(-5%) mind Changes damage: +6% light Mental save: +6 (+3 eff.) Hate when firing a critical mind attack: +4.00 (+3.00) Maximum life: +0.00 (-42.00) Maximum hate: +0.00 (-8.00) Light radius: +3 (-) See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes stats: +0(-1) Cun Changes resistances: +30% light / +0%(-3%) acid Changes resistances penetration: +0%(-5%) mind Changes damage: +10% light Hate when firing a critical mind attack: +0.00 (-1.00) Maximum life: +0.00 (-42.00) Maximum hate: +0.00 (-8.00) Light radius: +5 (+2) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +0(-5) Wil Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() It Which Writhes Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3(-8) Wil / +3 Con Mental save: +0 (+0 eff.) (-10 (-5 eff.)) Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Gungi the Dwarf Wyrmic level 14
29th Profit 122nd year of Ascendancy at 07:28 see stats
By Gungi the Dwarf Wyrmic level 10
3rd Profit 122nd year of Ascendancy at 07:51 see stats
By Gungi the Dwarf Wyrmic level 5
19th Voratun 122nd year of Ascendancy at 00:58 see stats
By Gungi the Dwarf Wyrmic level 12
17th Profit 122nd year of Ascendancy at 13:22 see stats
By Gungi the Dwarf Wyrmic level 17
6th Wealth 122nd year of Ascendancy at 17:23 see stats
By Gungi the Dwarf Wyrmic level 17
6th Wealth 122nd year of Ascendancy at 17:21 see stats
Log
Bandit Leader Xerugariakira hits Gungi for 57 physical, 12 darkness (70 total damage).
Bandit Leader Xerugariakira throws a finishing uppercut.
Bandit Leader Xerugariakira performs a melee critical strike against Gungi!
Gungi is not dazed anymore.
Gungi is stunned!
Melee retaliation hits Bandit Leader Xerugariakira for (3 flat reduction), 0 fire, (4 flat reduction), 0 light (0 total damage).
Bandit Leader Xerugariakira hits Gungi for 158 physical, 12 darkness (171 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Gungi uses Dissolve.
Gungi misses Bandit Leader Xerugariakira.
Bandit Leader Xerugariakira throws Gungi to the ground!
Gungi is dazed!
Gungi misses Bandit Leader Xerugariakira.
Bandit Leader Xerugariakira performs a melee critical strike against Gungi!
Gungi is not dazed anymore.
Bandit Leader Xerugariakira throws Gungi to the ground!
Gungi is dazed!
Gungi misses Bandit Leader Xerugariakira.
Gungi misses Bandit Leader Xerugariakira.
Talent Ice Wall is ready to use.
Melee retaliation hits Bandit Leader Xerugariakira for (1 flat reduction), 0 fire, (2 flat reduction), 0 light, (1 flat reduction), 0 fire, (2 flat reduction), 0 light (0 total damage).
Bandit Leader Xerugariakira hits Gungi for 57 physical, 12 darkness, 117 physical, 12 darkness (201 total damage).
Bandit Leader Xerugariakira throws two quick punches.
Gungi is not dazed anymore.
Bandit Leader Xerugariakira performs a melee critical strike against Gungi!
Melee retaliation hits Bandit Leader Xerugariakira for (1 flat reduction), 0 fire, (2 flat reduction), 0 light, (1 flat reduction), 0 fire, (2 flat reduction), 0 light (0 total damage).
Bandit Leader Xerugariakira hits Gungi for 66 physical, 12 darkness, 129 physical, 12 darkness (222 total damage).
Gungi the level 17 dwarf wyrmic was darkened to death by Bandit Leader Xerugariakira on level 1 of bandit fortress.