











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 21 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Isybeth the temporal stalker at level 21 on the 9th Iron 123rd year of Ascendancy at 17:29 / 1 |
Primary Stats
| Strength | 61 (base 50) |
| Dexterity | 40 (base 31) |
| Constitution | 32 (base 23) |
| Magic | 12 (base 10) |
| Willpower | 20 (base 10) |
| Cunning | 17 (base 11) |
Resources
| Mana | 150/150 |
| Equilibrium | 112 |
| Life | -327/880 |
| Positive | 21/90 |
| Stamina | 85/125 |
| Healing Factor | 1.5633663366336 |
| Regeneration | 19.932920792079 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 37 |
| Crit Chance | 5% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +10% |
| Temporal | +4% |
| Darkness | +6% |
| Fire | +10% |
| Acid | +9% |
Offense: Damage Penetration
| Darkness | +15% |
| Lightning | +10% |
| Physical | +5% |
| Acid | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 45.150392529004 (73.452380952381%) |
| Defense | 38 |
| Ranged Defense | 43 |
| Fatigue | 26 |
| Physical Save | 51 |
| Spell Save | 45 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 57%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 27%( 70%) |
| Cold | + 40%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 20%( 70%) |
| Mind | + 28%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 68%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 82% |
| Confusion Resistance | 49% |
| Teleport Resistance | 0% |
| Blind Resistance | 5% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 57% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Last Stand |
| talent | Premonition |
| talent | Shield Wall |
| talent | Chant of Fortitude |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | Reduces mind damage received by 12%. Premonition Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | insulating pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +3 Fatigue +3% Resists +7% cold +8% fire A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | bladed rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str +3 Dex dps ---------- Melee Ret 6 physical ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 107.2 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| On hands | temporal rough leather gloves of dispersion (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +3 Wil +4 Mag dps ---------- Melee+ 4 arcane 6 temporal Ranged+ 5 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Resists +3% arcane +6% temporal Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Glotha the yew totem of cure ailments [power 2] (18/10 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: Stats +4 Str +1 Con dps ---------- Res.pen +5% acid ----- def ----- Armour +2 ---------- misc Wards +3 acid +2 nature +1 light Talents +2 Rushing Claws +1 Ward Cooldown Rushing Claws -1 Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | savior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +8 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +15 (+6 eff.) Confus- +24% Rings can have magical properties. |
| On fingers | Issokath the Sootmalice0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +10% fire +6% darkness Res.pen +15% darkness +10% acid On Hit (Melee): * 30% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% ----- def ----- Resists +20% fire Rings can have magical properties. |
| Around neck | Layana the Bolttooth0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +15% lightning ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue -6% Resists +2% physical +12% fire Spell.save +9 (+3 eff.) HP.reg +0.50 Confus- +25% ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
| In main hand | Airtooth the steel longsword (113% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Res.pen +10% lightning +5% physical Acc +7 (+3 eff.) Apr +6 On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | shocking dwarven-steel shield (8 def, 2 armour, 100% power, 76.5 block)7.0 T3 shield armor [Ego] Nature When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +3.5% Block +76 On Hit: * 12% chance to daze at end of turn While equipped: dps ---------- Melee+ 7 lightning Melee Ret 11 lightning ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
| Cloak | enveloping cashmere cloak of Eldoral (9 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +1 Cun +3 Dex ----- def ----- Defense +9 (+3 eff.) Phys.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun mail armour 'Emivena' (5 def, 10 armour)14.0 T5 heavy armor [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 16 acid 13 fire Melee Ret 13 acid 11 fire ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +16% Resists +47% acid +21% fire +8% arcane +6% temporal Spell.save +13 (+4 eff.) Mind.save +3 (+2 eff.) Blind- +5% Stun/Frz- +25% A suit of armour made of mail. |
Inventory
warrior's copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
savior's steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun ----- def ----- Phys.save +10 (+3 eff.) Spell.save +11 (+4 eff.) Mind.save +12 (+5 eff.) Amulets can have magical properties. |
steel amulet of constitution (+5)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +5 Con Amulets can have magical properties. |
copper ring 'Zanorolach'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +10% cold Melee Ret 8 physical ----- def ----- Resists +9% lightning +20% cold +3% nature +12% darkness Rings can have magical properties. |
Shineviper the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +10% acid +12% fire +6% light Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Resists +20% acid +24% fire +3% nature ---------- misc Light +3 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
pixie's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +13 (+10 eff.) Mind.pwr +7 (+3 eff.) Rings can have magical properties. |
steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +24% ---------- misc Infravis +4 See.Stealth +11 See.Invis +7 Rings can have magical properties. |
Gilagorn0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Wil dps ---------- Dmg.mod +15% blight +9% arcane Res.pen +25% blight ----- def ----- HP.reg +2.10 Stun/Frz- +25% Rings can have magical properties. |
balanced dwarven-steel waraxe of massacre (130% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +21% One-handed war axes. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+5 eff.) Steady Shot: Level 2.2 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 153% damage with a 25% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Layelaith the yew longbow4.0 T3 longbow 2H weapon [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Hit.r1 +6 mind +4 acid On Hit: * 40% chance to corrode armour by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +20% mind Acc +14 (+6 eff.) ----- def ----- Resists +9% mind Longbows are used to shoot arrows at your foes. |
Brightsever (17/17, 136% power, 10 apr)3.0 T3 arrow ammo [Rare] Master Power 137% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 17 Ranged+ +8 light +15 bleed +4 mind On Hit.r1 +8 light On Crit.r2 +4 mind +8 light On Hit: * 40% chance to blind On Crit: * wounds the target for 7 turns: 13 bleeding, 51% reduced healing Arrows are used with bows to pierce your foes to death. |
Coral Spray (8 def, 8 armour, 100% power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Barantir the steel plate armour (4 def, 9 armour)17.0 T2 massive armor [Rare] Master While equipped: dps ---------- Spell.pwr +6 (+6 eff.) Mind.pwr +12 (+6 eff.) S.pwr/crit +6 ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +19% cold Spell.save +32 (+11 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of metal plates. |
Silytta (5 def, 11 armour)17.0 T3 massive armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% blight +12% mind Res.pen +10% mind Melee Ret 12 physical ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +18% acid Max.HP +49.00 HP.reg +1.80 Heal.mod +12% A suit of armour made of metal plates. |
Strikeusher1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Acc +8 (+4 eff.) ----- def ----- Armour +4 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +6% lightning +5% temporal Phys.save +6 (+2 eff.) HP.reg +0.60 A belt that goes around your waist. |
Bileream the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +7% acid +6% lightning +7% cold +6% nature +6% fire Heal.mod +20% A belt that goes around your waist. |
Duvimnir the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +5 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire Silence- +5% A pair of boots made of leather. |
Undeathhacker the pair of iron boots (3 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% Resists +6% cold +9% nature +3% fire Spell.save +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Voiddredge the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +3 Fatigue +2% Resists +3% temporal +3% light +12% fire +9% nature +3% cold Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Mythel (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Con dps ---------- Dmg.mod +9% temporal ----- def ----- Armour +5 Fatigue +5% Resists +8% acid +10% fire +15% cold +10% lightning Mind.save +30 (+11 eff.) ---------- misc Max.psi +40.00 Telepathy Dragon Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
73 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Zanydorek the dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Crit.mult +12.00% Dmg.mod +6% physical Apr +11 ----- def ----- Phys.save +20 (+7 eff.) Die.at -60.00 life Max.HP +20.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 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 50% 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Adybeth the elm totem of cure ailments [power 1] (18/10 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +25% arcane Melee Ret 12 arcane On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
defiled elm wand of trap destruction [power 19] (18/15 cooldown)2.0 T1 wand charm [Ego] Arcane While equipped: ---------- misc Max.vim +6.00 Disarm traps (19 bonus disarm power, based on Magic) along a range 2 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
shadowy ash wand of conjuration [power 163] (18/10 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 82 to 163 Puts all charms on 10 cooldown 100% to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Zynro the 42nd the Dwarf Bulwark level 19
41st Dearth 122nd year of Ascendancy at 09:46 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zynro the 42nd the Dwarf Bulwark level 19
14th Loss 122nd year of Ascendancy at 19:23 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Zynro the 42nd the Dwarf Bulwark level 17
25th Dearth 122nd year of Ascendancy at 19:32 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Zynro the 42nd the Dwarf Bulwark level 10
20th Profit 122nd year of Ascendancy at 05:32 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Zynro the 42nd the Dwarf Bulwark level 20
2nd Iron 123rd year of Ascendancy at 10:16 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Zynro the 42nd the Dwarf Bulwark level 19
43rd Dearth 122nd year of Ascendancy at 16:36 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Zynro the 42nd the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 20:19 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Zynro the 42nd the Dwarf Bulwark level 12
35th Profit 122nd year of Ascendancy at 06:02 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zynro the 42nd the Dwarf Bulwark level 17
28th Dearth 122nd year of Ascendancy at 14:14 see stats
Log
Something converts some damage to Psi!
Zynro the 42nd hits Something for (12 blocked), 22 to psi, 22 physical, 3 to psi, 3 lightning, 5 to psi, 5 fire, 6 to psi, 6 acid, 1 to psi, 1 arcane, 1 to psi, 1 temporal (77 total damage).
Isybeth the temporal stalker's Mind Storm hits Zynro the 42nd for 99 mind damage.
Something hits Zynro the 42nd for 477 mind damage.
Talent Infusion: Regeneration is ready to use.
Talent Shield Slam is ready to use.
Zynro the 42nd receives 52 healing.
Zynro the 42nd activates Last Stand.
Zynro the 42nd uses Second Wind.
Zynro the 42nd misses Isybeth the temporal stalker.
Isybeth the temporal stalker's mind surges with critical power!
Isybeth the temporal stalker uses Psychic Lobotomy.
Isybeth the temporal stalker's mind surges with critical power!
Zynro the 42nd resists the lobotomy!
Isybeth the temporal stalker's Mind Storm hits Zynro the 42nd for 99 mind damage.
Talent Assault is ready to use.
Talent Infusion: Wild is ready to use.
Zynro the 42nd receives 55 healing.
Isybeth the temporal stalker converts some damage to Psi!
Zynro the 42nd hits Isybeth the temporal stalker for 5 to psi, 5 acid, 2 to psi, 2 physical, 4 to psi, 4 fire, 4 to psi, 4 lightning (31 total damage).
Isybeth the temporal stalker hits Zynro the 42nd for 30 physical damage.
Zynro the 42nd uses Infusion: Wild.
Zynro the 42nd lessens the pain.
Zynro the 42nd uses Infusion: Regeneration.
Zynro the 42nd starts regenerating health quickly.
Isybeth the temporal stalker's Mind Storm hits Zynro the 42nd for 85 mind damage.
Zynro the 42nd has finished recovering.
Saving game...

































































































