











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Early Boost & Some More Points Redux 1.7.0Significantly more points in the early game. Original by destructivore. Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
Items Vault 1.7.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Shimmer Pack: Pyromania 1.6.0Cosmetic pack! 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:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 11 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 11 on the 7th Profit 122nd year of Ascendancy at 22:09 / 1 |
Primary Stats
| Strength | 30 (base 26) |
| Dexterity | 12 (base 10) |
| Constitution | 29 (base 23) |
| Magic | 9 (base 10) |
| Willpower | 40 (base 29) |
| Cunning | 16 (base 10) |
Resources
| Life | -59/594 |
| Stamina | 205/205 |
| Equilibrium | 12 |
| Healing Factor | 1.2524687383468 |
| Regeneration | 8.7232083898516 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | +49.545105411692% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 28 |
| Crit Chance | 21% |
| APR | 2 |
| Speed | 0.97 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 16% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Light | +10% |
| Cold | +3% |
| Fire | +6% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Fire | +10% |
| Light | +5% |
Defense: Base
| Armour (hardiness) | 33.08934837382 (81.151787968034%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 25 |
| Physical Save | 21 |
| Spell Save | 18 |
| Mental Save | 22 |
Defense: Resistances
| Darkness | + 13%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 33%( 70%) |
| Temporal | + 10%( 70%) |
| Nature | + 7%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 40%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/4)
| 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
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You failed to protect the lost sun paladin from death by copperhead snake. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Heart of the Gloom. Escort: temporal explorer (level 2 of Heart of the Gloom)As a reward you improved Willpower 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. | active |
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. | active |
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 |
Equipment
| On feet | [vs. grounding pair of iron boots (0 def, 3 armour) (On feet)]grounding pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Changes resistances: +5%(-) lightning / +6%(-) temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Summertide Phial (Light source)]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 resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) 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.(96 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Abysszeal the iron helm (0 def, 3 armour) (On head)]Abysszeal the iron helm (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: +1(-) Dex / +1(-) Cun / +3(-) Con Changes resistances penetration: +5%(-) fire Reduces incoming crit damage: 10.00% (-) See invisible: +6 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. psionicist's copper ring (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! |
| Around waist | [vs. Mighty Girdle (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Fatigue: -10% (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | [vs. Glarescar the iron waraxe (12-17 power, 2 apr) (In main hand)]Glarescar the iron waraxe (12-17 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) On weapon hit: * 12% chance to reduce all saves and defense by 19 Damage (Melee): +5(-) mind / +4(-) light Damage (radius 2) on crit: +4(-) light When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage (Melee): 0(-10) item manaburn arcane Changes stats: +2(-) Cun / +1(-) Wil Changes resistances: +9%(-) darkness Changes resistances penetration: +5%(-) light One-handed war axes. |
| On hands | [vs. Frostrain (0 def, 1 armour) (On hands)]Frostrain (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) (-) Armour: +1 (-) Changes stats: +3(-) Dex / +2(-) Cun Changes resistances penetration: +5%(-) cold Changes damage: +3%(-) mind / +3%(-) cold Critical mult.: +10.00% (-) Equilibrium when hit: +0.12 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | [vs. reinforced iron shield of cold resistance (+15%) (0 def, 4 armour, 10-12 power, 51.5 block) (In off hand)]reinforced iron shield of cold resistance (+15%) (0 def, 4 armour, 10-12 power, 51.5 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% (-) Block value: +52 (-) When wielded/worn: Armour: +4 (-) Fatigue: +8% (-) Changes resistances: +15%(-) cold Talents granted: +1.00(-) Block Handheld deflection devices. |
| Cloak | [vs. linen cloak of battle (1 def, 0 armour) (Cloak)]linen cloak of battle (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% (-) Physical power: +1 (+0 eff.) (-) Defense: +1 (+1 eff.) (-) Fatigue: -2% (-) 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. Ashzeal (0 def, 7 armour) (Main armor)]Ashzeal (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-) Fatigue: +22% (-) Effects on melee hit: * 20 arcane resource burn Damage (Melee): 0(-20) item manaburn arcane Changes stats: +1(-) Cun / +1(-) Mag Changes resistances: +3%(-) nature / +16%(-) cold Changes resistances penetration: +5%(-) fire Changes damage: +6%(-) fire A suit of armour made of metal plates. |
Inventory
[vs. Glarescar the iron waraxe (12-17 power, 2 apr) (In main hand)]iron battleaxe (14-20 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.2(+1.5 - +3.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-1) Crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce all saves and defense by 19 Damage (Melee): +0(-5) mind / +0(-4) light Damage (radius 2) on crit: +0(-4) light When wielded/worn: Damage (Melee): 0(-10) item manaburn arcane Changes stats: +0(-2) Cun / +0(-1) Wil Changes resistances: +0%(-9%) darkness Changes resistances penetration: +0%(-5%) light Massive two-handed battleaxes. |
[vs. Glarescar the iron waraxe (12-17 power, 2 apr) (In main hand)]iron longsword (11-15 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4(-1.0 - -1.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce all saves and defense by 19 Damage (Melee): +0(-5) mind / +0(-4) light Damage (radius 2) on crit: +0(-4) light When wielded/worn: Damage (Melee): 0(-10) item manaburn arcane Changes stats: +0(-2) Cun / +0(-1) Wil Changes resistances: +0%(-9%) darkness Changes resistances penetration: +0%(-5%) light Sharp, long, and deadly. |
[vs. Glarescar the iron waraxe (12-17 power, 2 apr) (In main hand, 1 of 2)]Barkpassion (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(-10.0 - -14.6) 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 (+10) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce all saves and defense by 19 Damage (Melee): +0(-5) mind / +0(-4) light Damage (radius 2) on crit: +4 nature / +0(-4) light When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% Damage (Melee): 0(-10) item manaburn arcane Changes stats: +0(-2) Cun / +0(-1) Wil Changes resistances: +0%(-9%) darkness / +6% cold Changes resistances penetration: +0%(-5%) light Changes damage: +3% mind Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 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 |
[vs. Glarescar the iron waraxe (12-17 power, 2 apr) (In main hand, 1 of 2)]gifted 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(-9.0 - -13.5) 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 (+10) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce all saves and defense by 19 Damage (Melee): +0(-5) mind / +0(-4) light Damage (radius 2) on crit: +0(-4) light When wielded/worn: Damage (Melee): 0(-10) item manaburn arcane Changes stats: +0(-2) Cun / +0(-1) Wil Changes resistances: +0%(-9%) darkness Changes resistances penetration: +0%(-5%) light Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 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 |
[vs. reinforced iron shield of cold resistance (+15%) (0 def, 4 armour, 10-12 power, 51.5 block) (In off hand)]iron shield (0 def, 2 armour, 8-10 power, 22 block) Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2(-1.5 - -1.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% (-) Block value: +22 (-30) When wielded/worn: Armour: +2 (-2) Fatigue: +8% (-) Changes resistances: +0%(-15%) cold Talents granted: +1.00(-) Block Handheld deflection devices. |
[vs. Ashzeal (0 def, 7 armour) (Main armor)]rough leather armour of the deep (3 def, 4 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 (-3) Defense: +3 (+3 eff.) Fatigue: +6% (-16%) Damage (Melee): 0(-20) item manaburn arcane Changes stats: +0(-1) Cun / +0(-1) Mag Changes resistances: +5% acid / +5%(-11%) cold / +0%(-3%) nature Changes resistances penetration: +0%(-5%) fire Changes damage: +0%(-6%) fire Allows you to breathe in: water A suit of armour made of leather. |
[vs. Ashzeal (0 def, 7 armour) (Main armor)]iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-3) Defense: +2 (+2 eff.) Fatigue: +12% (-10%) Damage (Melee): 0(-20) item manaburn arcane Changes stats: +0(-1) Cun / +0(-1) Mag Changes resistances: +0%(-3%) nature / +0%(-16%) cold Changes resistances penetration: +0%(-5%) fire Changes damage: +0%(-6%) fire A suit of armour made of mail. |
[vs. Ashzeal (0 def, 7 armour) (Main armor)]cleansing iron plate armour (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-) Fatigue: +22% (-) Damage (Melee): 0(-20) item manaburn arcane Changes stats: +0(-1) Cun / +0(-1) Mag Changes resistances: +11% blight / +0%(-16%) cold / +11%(+8%) nature Changes resistances penetration: +0%(-5%) fire Changes damage: +0%(-6%) fire A suit of armour made of metal plates. |
[vs. Abysszeal the iron helm (0 def, 3 armour) (On head)]grounding iron helm of constitution (+2) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +0(-1) Dex / +0(-1) Cun / +2(-1) Con Changes resistances: +5% lightning / +5% temporal Changes resistances penetration: +0%(-5%) fire Reduces incoming crit damage: 0.00% (-10.00%) See invisible: +0 (-6) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. Summertide Phial (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) 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. |
[vs. Prox's Lucky Halfling Foot (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: +15 Defense: +0 (+0 eff.) (-5 (-5 eff.)) Damage when hit (Melee): 10 draining blight Changes stats: +0(-5) Lck Changes damage: +5% blight Trap disarming bonus: +0 (-5) 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) 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. |
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 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Brainstromm the Dwarf Wyrmic level 10
2nd Acquisition 122nd year of Ascendancy at 12:01 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Brainstromm the Dwarf Wyrmic level 5
17th Voratun 122nd year of Ascendancy at 19:06 see stats
Log
Brainstromm is confused and fails to use Block.
Bill the Stone Troll has finished recovering.
Bill the Stone Troll uses Stunning Blow.
Brainstromm is stunned!
Bill the Stone Troll hits Brainstromm for 52 physical, 46 physical (97 total damage).
Melee retaliation hits Bill the Stone Troll for 19 cold, 9 cold (28 total damage).
Melee retaliation hits Stone troll for 10 cold damage.
Stone troll hits Brainstromm for 8 physical damage.
Bill the Stone Troll uses Knockback.
Brainstromm resists the knockback!
Bill the Stone Troll hits Brainstromm for 130 physical damage.
Melee retaliation hits Bill the Stone Troll for 9 cold damage.
Brainstromm stops regenerating health quickly.
Talent Block is ready to use.
Talent Dig is ready to use.
Talent Swallow is ready to use.
Talent Shield Pummel is ready to use.
Talent Nature's Touch is ready to use.
Brainstromm is confused and fails to use Block.
Bill the Stone Troll hits Brainstromm for 91 physical damage.
Melee retaliation hits Bill the Stone Troll for 9 cold damage.
Brainstromm is confused and fails to use Nature's Touch.
Melee retaliation hits Stone troll for 12 cold damage.
Stone troll hits Brainstromm for 9 physical damage.
Bill the Stone Troll hits Brainstromm for 65 physical damage.
Melee retaliation hits Bill the Stone Troll for 11 cold damage.
Brainstromm the level 11 dwarf wyrmic was maimed to death by Bill the Stone Troll and clobbered into soup on level 4 of Trollmire.

















































































