











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! 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:
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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 21 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Minotaur of the Labyrinth at level 21 on the 27th Wealth 122nd year of Ascendancy at 22:35 / 1 |
Primary Stats
| Strength | 53 (base 45) |
| Dexterity | 12 (base 10) |
| Constitution | 20 (base 11) |
| Magic | 10 (base 10) |
| Willpower | 65 (base 46) |
| Cunning | 20 (base 10) |
Resources
| Life | -141/1103 |
| Stamina | 258/316 |
| Equilibrium | 40 |
| Healing Factor | 1.2970588855781 |
| Regeneration | 30.7055062122 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 48 |
| Crit Chance | 24% |
| APR | 12 |
| Speed | 0.97 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 18% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Acid | +3% |
| Physical | +3% |
| Nature | +4% |
| Arcane | +6% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Nature | +5% |
| Mind | +10% |
| Arcane | +15% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 40.292304923968 (87.807182003187%) |
| Defense | 5 |
| Ranged Defense | 5 |
| Fatigue | 20 |
| Physical Save | 37 |
| Spell Save | 43 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
| Lightning | + 42%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 9%( 70%) |
| Physical | + 4%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
| Stun Resistance | 10% |
| Silence Resistance | 20% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
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 355 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 159 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.43 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.43 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)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. | 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 |
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 within5 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Kugorin' (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: +9% lightning / +6% temporal / +6% mind Poison immunity: +10% Maximum life: +60.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Aeruriathra the FrozentrencherInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +3 Cun / +2 Wil Changes resistances penetration: +5% cold Changes damage: +6% cold Maximum life: +42.00 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 | Branedetir (1 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +9% light / +3% fire Physical save: +6 (+3 eff.) Silence immunity: +20% Disarm immunity: +10% Maximum life: +40.00 A pointy cloth hat, very wizardly... |
| On hands | dwarven-steel gauntlets 'Getta' (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Physical power: +17 (+5 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Str / +3 Dex / +2 Mag / +2 Cun Changes resistances: +5% arcane Changes damage: +3% arcane Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Chydas [power 25] (21/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +30 (+9 eff.) Spell save: +6 (+2 eff.) Blindness immunity: +10% Life regen: +4.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +5.00 Maximum life: +41.00 Healing mod.: +11% Rings make your fingers look great! |
| On fingers | Betesevena the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil / +2 Con Changes resistances: +3% temporal / +3% fire Spell save: +31 (+11 eff.) Maximum life: +40.00 Maximum stamina: +18.00 Mental crit. chance: +2% Rings make your fingers look great! |
| Around neck | copper amulet 'Ragirolen'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +4 Con Changes resistances penetration: +15% physical Changes damage: +3% physical Talent masteries: +0.13 Wild-gift / Venom drake aspect +0.13 Wild-gift / Fire drake aspect Critical mult.: +5.00% Only die when reaching: -20.00 life Maximum hate: +2.00 Amulets make your neck look great! |
| In main hand | thought-forged stralite longsword of massacre (37-52 power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 25 Damage (Melee): +11 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Sharp, long, and deadly. |
| Around waist | Islymira the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Changes resistances: +3% acid / +9% fire / +3% blight / +9% lightning Changes damage: +3% acid Poison immunity: +10% Maximum life: +32.00 A belt that goes around your waist. |
| In off hand | flaming stralite shield of lightning resistance (+22%) (0 def, 8 armour, 46-55 power, 137.5 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.5 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 Damage (radius 1) on hit: +14 fire When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 1 fire Changes resistances: +22% lightning Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Festerrazor (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +1 (+1 eff.) Damage when hit (Melee): 2 physical Changes stats: +1 Dex Changes resistances penetration: +10% mind / +5% nature Physical save: +6 (+3 eff.) Mental save: +9 (+4 eff.) Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Belodhevea the Frigidsweep (2 def, 12 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+2 eff.) Fatigue: +7% Changes stats: +4 Cun / +3 Wil Changes resistances: +9% cold Changes resistances penetration: +15% arcane Changes damage: +3% arcane Physical save: +7 (+3 eff.) Mental save: +11 (+4 eff.) Life regen: +4.00 Maximum life: +31.00 Healing mod.: +10% A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 45; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 45 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
DageradasInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes damage: +9% mind Only die when reaching: -20.00 life Mindpower: +15 (+6 eff.) Amulets make your neck look great! |
TostaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +10 (+10 eff.) Changes stats: +1 Dex / +2 Mag Changes resistances: +2% physical / +3% nature / +3% mind Mental save: +6 (+3 eff.) Confusion immunity: +21% Stun/Freeze immunity: +10% Rings make your fingers look great! |
Ulfirehir the SparkkissCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Damage when hit (Melee): 4 lightning Changes stats: +3 Dex Changes resistances: +3% lightning / +3% fire / +3% cold / +9% nature / +5% arcane Rings make your fingers look great! |
iron mace 'Kheluzilalin' (12-17 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +6 (+6 eff.) Changes damage: +3% mind Disarm immunity: +21% Psi when hit: +0.08 Mindpower: +5 (+2 eff.) Mental crit. chance: +3% Blunt and deadly. |
Duathelveil the iron waraxe (10-15 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 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% Damage (radius 2) on crit: +4 fire Damage against: +5% Unnatural When wielded/worn: Changes stats: +3 Con / +5 Wil Changes resistances: +6% darkness One-handed war axes. |
blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +11 (+11 eff.) Stealth bonus: +6 Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Cobrarip the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +6% acid Changes resistances penetration: +5% nature Changes damage: +6% nature Psi when hit: +0.04 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinida the Demonwaker (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +14% cold Changes damage: +3% darkness Poison immunity: +20% Disarm immunity: +20% Maximum life: +20.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Swampripper the pair of iron boots (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 Fatigue: +2% Changes stats: +2 Str Changes resistances penetration: +5% nature Reduces incoming crit damage: 10.00% Stamina each turn: +0.40 Maximum stamina: +10.00 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivildalaith (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +1 Mag / +2 Cun / +4 Con Changes resistances: +6% darkness Light radius: +3 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +2 Str 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. |
Glorath the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str / +3 Con Changes resistances: +3% acid / +2% physical / +5% arcane / +3% cold Disarm immunity: +10% Maximum life: +20.00 A cap made of leather. |
Goryyalin 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 penetration: +2 Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +1 Mag Changes resistances: +6% mind Reduces incoming crit damage: 5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hatharim the iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +16% lightning / +6% darkness Only die when reaching: -20.00 life A suit of armour made of mail. |
Tarryrek the iron shield (0 def, 5 armour, 8-10 power, 60 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 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: +60 When wielded/worn: Armour: +5 Fatigue: +8% Changes resistances: +6% acid / +8% fire / +6% lightning / +6% cold Changes resistances penetration: +5% acid Talent granted: +1 Block Handheld deflection devices. |
Zanykath (0 def, 4 armour, 18-22 power, 42.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.5 - 22.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +4 Fatigue: +8% Effects on melee hit: * 6% chance to reduce all saves and defense by 25 Damage (Melee): 7 cold Effects when hit in melee: * 10% chance to reduce all saves and defense by 25 Damage when hit (Melee): 4 ice Changes stats: +3 Str / +3 Dex Changes resistances: +6% lightning Talent granted: +1 Block Poison immunity: +10% Disarm immunity: +10% Pinning immunity: +10% Handheld deflection devices. |
reinforced steel shield of arcane resistance (+12%) (0 def, 7 armour, 14-17 power, 67.5 block)Requires: - Shield usage training - Strength 16 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +68 When wielded/worn: Armour: +7 Fatigue: +8% Changes resistances: +12% arcane Talent granted: +1 Block Handheld deflection devices. |
steel shield of mind resistance (+11%) (0 def, 4 armour, 16-19 power, 44.5 block)Requires: - Shield usage training - Strength 16 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +44 When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +11% mind Talent granted: +1 Block Handheld deflection devices. |
7 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. |
145 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 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. |
sapper's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
Blazewell the steel torque of mindblast [power 170] (21/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes damage: +9% blight / +3% fire Spell save: +3 (+1 eff.) It can be used to blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 31% for 2 turns. * Increase all damage by 11% for 2 turns. * Increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Cyreda the Burnwing [power 105] (21/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 4 cold Changes resistances: +3% darkness / +6% fire Changes damage: +3% fire It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 108 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
evasive iron torque of clear mind [power 1] (21/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quartz0.00 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. |
6 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. |
8 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Aznain the Dwarf Wyrmic level 19
11st Wealth 122nd year of Ascendancy at 22:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Aznain the Dwarf Wyrmic level 10
13rd Profit 122nd year of Ascendancy at 11:41 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Aznain the Dwarf Wyrmic level 20
15th Wealth 122nd year of Ascendancy at 13:36 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Aznain the Dwarf Wyrmic level 14
28th Profit 122nd year of Ascendancy at 00:59 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Aznain the Dwarf Wyrmic level 6
18th Voratun 122nd year of Ascendancy at 18:50 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Aznain the Dwarf Wyrmic level 21
27th Wealth 122nd year of Ascendancy at 22:35 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Aznain the Dwarf Wyrmic level 9
11st Profit 122nd year of Ascendancy at 17:46 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Aznain the Dwarf Wyrmic level 16
36th Profit 122nd year of Ascendancy at 04:14 see stats
Log
Ritch flamespitter spits flames!
Ritch flamespitter hits Aznain for 101 fire damage.
Aznain uses Infusion: Regeneration.
Aznain starts regenerating health quickly.
Minotaur of the Labyrinth uses Stunning Blow.
Aznain is stunned!
Melee retaliation hits Salaba the black jelly for 2 physical, 1 fire, 19 cold, 2 physical, 1 fire, 19 cold (43 total damage).
Melee retaliation hits Minotaur of the Labyrinth for 2 physical, 1 fire, 17 cold (19 total damage).
Minotaur of the Labyrinth hits Aznain for 121 physical damage.
Salaba the black jelly hits Aznain for 2 acid, 3 acid, 4 acid, 3 acid (12 total damage).
Talent Infusion: Healing is ready to use.
Talent Shield Slam is ready to use.
Ritch flamespitter spits flames!
Ritch flamespitter hits Aznain for 101 fire damage.
Salaba the black jelly uses Healing Nexus.
Aznain tries to swallow Salaba the black jelly!
Aznain performs a melee critical strike against Salaba the black jelly!
Personal New Achievement: That was close (Insane (Roguelike) difficulty)!
Salaba the black jelly's healing is amplified!
Salaba the black jelly steals healing from Aznain!
Aznain hits Salaba the black jelly for 197 nature damage.
Aznain hits Ritch flamespitter for 3 fire damage.
Salaba the black jelly receives 39 healing.
Minotaur of the Labyrinth uses Stunning Blow.
Aznain killed Salaba the black jelly!
Melee retaliation hits Minotaur of the Labyrinth for 1 physical, 0 fire, 8 cold, 1 physical, 0 fire, 8 cold (19 total damage).
Minotaur of the Labyrinth hits Aznain for 41 physical damage.
Aznain the level 21 dwarf wyrmic was pierced to death by Minotaur of the Labyrinth and hung on a wall-spike on level 2 of The Maze.




























































































