












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 12 / 57% |
Size | medium |
Lifes / Deaths | Killed by orc necromancer at level 12 on the 11st Wealth 122nd year of Ascendancy at 13:29 / 1 |
Primary Stats
Strength | 40 (base 33) |
Dexterity | 12 (base 10) |
Constitution | 16 (base 10) |
Magic | 12 (base 10) |
Willpower | 44 (base 31) |
Cunning | 13 (base 11) |
Resources
Life | -76/450 |
Hate | 73/100 |
Healing Factor | 0.90360240691305 |
Regeneration | 3.8403102293805 |
Speed
Mental | -1.1102230246252E-14% |
Attack | -1.1102230246252E-14% |
Movement | -8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 4 |
See Invisible | 5 |
Offense: Mainhand
Damage | 52 |
Accuracy | 28 |
Crit Chance | 11% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 16 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Light | +12% |
Temporal | +9% |
Arcane | +7% |
Cold | +11% |
All | 0% |
Offense: Damage Penetration
Arcane | +5% |
Cold | +5% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 37.08934837382 (81.151787968034%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 31 |
Physical Save | 37 |
Spell Save | 19 |
Mental Save | 21 |
Defense: Resistances
Acid | + 3%( 70%) |
Blight | + 6%( 70%) |
Physical | + 6%( 70%) |
Cold | + 22%( 70%) |
All | 0%( 70%) |
Darkness | + 6%( 70%) |
Mind | + 6%( 70%) |
Fire | + 6%( 70%) |
Lightning | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 66% |
Confusion Resistance | 55% |
Fear Resistance | 45% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 617% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
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. | active |
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 |
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 |
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 within10 lumberjacks have died. | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +1 Str / +2 Wil / +3 Con Maximum encumbrance: +21 Physical save: +5 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex / +4 Wil Changes resistances: +6% blight / +6% darkness Changes resistances penetration: +5% arcane / +5% physical Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +3 See invisible: +5 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 16 blight damage or heals 24 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 21 Changes resistances: +6% mind Changes resistances penetration: +5% cold Physical save: +12 (+5 eff.) Confusion immunity: +10% Life regen: +4.00 Maximum life: +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce armor by 19% Damage when hit (Melee): 10 acid Changes stats: +2 Mag Changes damage: +7% arcane When used to modify unarmed attacks: Base power: 8.0 - 11.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Damage (Melee): +6 arcane Damage (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +2 Mag / +4 Wil Changes damage: +9% temporal Maximum mana: +22.00 Spell crit. chance: +5% Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% cold Changes damage: +11% cold Mental save: +4 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+6 eff.) Curse of Nightmares An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +3% acid / +6% fire Changes damage: +12% light Physical save: +3 (+1 eff.) Only die when reaching: -60.00 life Maximum life: +32.00 A belt that goes around your waist. |
In off hand | ![]() 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: 7.5 - 9.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 185 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) Changes stats: +2 Cun / +2 Dex Physical save: +5 (+2 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Fatigue: +22% Changes resistances: +6% physical Physical save: +10 (+4 eff.) Curse of Shrouds A suit of armour made of metal plates. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
![]() steel amulet 'Arthathad' Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% mind / +9% blight Changes damage: +6% blight Cut immunity: +50% Confusion immunity: +20% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 229 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() balanced steel battleaxe (Madness) (20-31 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +10 (+10 eff.) Disarm immunity: +28% Curse of Madness Massive two-handed battleaxes. |
![]() Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 27.5 - 41.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Curse of Madness Massive two-handed mauls. |
![]() Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 fire Damage (radius 2) on crit: +4 physical When wielded/worn: Armour penetration: +1 Physical power: +9 (+3 eff.) Changes stats: +3 Con Changes resistances penetration: +9% physical Disarm immunity: +21% Stun/Freeze immunity: +20% Teleport immunity: +10% Only die when reaching: -60.00 life Curse of Misfortune Massive two-handed swords. |
![]() balanced iron greatsword of erosion (Misfortune) (16-25 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +9 (+9 eff.) Disarm immunity: +28% Curse of Misfortune Massive two-handed swords. |
![]() balanced iron greatsword of erosion (Shrouds) (16-25 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +9 (+9 eff.) Disarm immunity: +31% Curse of Shrouds Massive two-handed swords. |
![]() flaming iron longsword of paradox (Madness) (12-17 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 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% Attack speed: 100% Damage (Melee): +5 temporal Damage (radius 1) on hit: +5 fire When wielded/worn: Changes resistances: +5% temporal Curse of Madness Sharp, long, and deadly. |
![]() Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% fire Changes damage: +3% lightning Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Confusion immunity: +20% Maximum life: +20.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Shrouds 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. |
![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Mental save: +2 (+1 eff.) Maximum psi: +14.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Nightmares 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. |
![]() ranger's rough leather sling of acid (Nightmares) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +6 acid When wielded/worn: Changes stats: +2 Dex Changes damage: +9% acid Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
![]() Vorynn the Galewisp (Shrouds) (19-27 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 19.0 - 26.6 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: +16 lightning When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% arcane Spell save: +3 (+2 eff.) Curse of Shrouds One-handed war axes. |
![]() 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. |
![]() Urthyroddachik the rough leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +10 (+4 eff.) Damage when hit (Melee): 2 physical Changes resistances: +2% physical / +6% light / +6% darkness Changes damage: +6% physical Only die when reaching: -20.00 life A belt that goes around your waist. |
![]() tormentor's linen robe (Madness) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +7% all Critical mult.: +11.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Dairokor the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% temporal Changes resistances penetration: +15% blight / +20% acid Changes damage: +3% acid / +3% blight Stamina each turn: +0.40 Maximum stamina: +14.00 A pair of boots made of leather. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% fire / +3% darkness / +9% cold Changes damage: +3% darkness Equilibrium when hit: +0.80 Psi when hit: +0.80 Hate when hit: +1.00 A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+10 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to reduce armor by 19% Changes stats: +3 Dex Changes resistances: +1% physical Only die when reaching: -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() iron helm 'Haneran' (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 resistances: +6% cold / +6% fire / +2% physical Poison immunity: +10% Life regen: +4.00 Only die when reaching: -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() linen wizard hat 'Alythel' (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +5 Defense: +6 (+6 eff.) Changes stats: +1 Dex Changes resistances: +6% mind Mana each turn: +0.10 Only die when reaching: -20.00 life Spellpower: +3 (+3 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Wil Changes resistances: +5% arcane Changes resistances penetration: +5% mind Changes damage: +18% darkness Life regen: +2.00 Maximum hate: +2.00 Mindpower: +4 (+2 eff.) A cap made of leather. |
![]() impenetrable steel mail armour (Corpses) (2 def, 13 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+2 eff.) Fatigue: +12% Curse of Corpses A suit of armour made of mail. |
![]() cleansing rough leather armour of cold resistance (Corpses) (3 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes resistances: +12% blight / +16% cold / +10% nature Curse of Corpses A suit of armour made of leather. |
![]() iron plate armour of temporal resistance (Nightmares) (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +15% temporal Curse of Nightmares A suit of armour made of metal plates. |
![]() quiver of elm arrows 'Nightpassion' (11/11, 16-22 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 11 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to reduce damage dealt by 17% * 20% chance to reduce armor by 19% Damage (Ranged): +12 acid Damage (radius 1) on hit: +4 acid Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str / +3 Cun Mental crit. chance: +1% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% blight / +5% arcane Mental save: +5 (+3 eff.) Maximum stamina: +10.00 Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +3 Cun / +3 Mag Changes resistances: +6% fire Physical save: +6 (+3 eff.) Light radius: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() brass lantern 'Dazzlemire' Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +3% blight Critical mult.: +10.00% Mental save: +5 (+3 eff.) Mindpower: +5 (+2 eff.) Mental crit. chance: +2% Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() flaming pouch of iron shots of vileness (16/16, 16-20 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.5 - 19.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 10 Damage (Ranged): +5 blight Damage (radius 1) on hit: +5 fire Shots are used with slings to pummel your foes to death. |
![]() Aeryramnir the Kilnstoker [power 122] (26/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +5 (+2 eff.) Changes stats: +3 Str Changes resistances penetration: +25% fire Changes damage: +3% physical It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() 0.00 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
By Corkus the Dwarf Cursed level 9
21st Profit 122nd year of Ascendancy at 02:18 see stats
By Corkus the Dwarf Cursed level 10
4th Wealth 122nd year of Ascendancy at 21:20 see stats
By Corkus the Dwarf Cursed level 12
11st Wealth 122nd year of Ascendancy at 13:28 see stats
By Corkus the Dwarf Cursed level 9
26th Profit 122nd year of Ascendancy at 17:50 see stats
Log
Corkus resists the baneful energy!
Corkus receives 18 healing from Corkus's purging blight area effect.
Corkus's purging blight area effect hits Orc necromancer for 18 blight damage.
Something receives 24 healing from Corkus's purging blight area effect.
Corkus performs a melee critical strike against Orc necromancer!
Your rampage is invigorated by your fierce attack! (+1 duration)
Orc necromancer is being stalked by Corkus!
Corkus hits Orc necromancer for 124 physical, 38 physical (162 total damage).
Corkus instinctively hardens his skin and ignores the attack!
Corkus repels an attack from Dread.
Orc necromancer hits Corkus for 84 darkness damage.
Corkus uses Harass Prey.
Orc necromancer has been harassed.
Orc necromancer is no longer being stalked by Corkus.
Personal New Achievement: That was close (Insane (Roguelike) difficulty)!
You collect a new ingredient: orc heart (1).
Corkus wanders around!
Dread hits Corkus for 27 fire damage.
Dread receives 24 healing from Corkus's purging blight area effect.
Corkus receives 18 healing from Corkus's purging blight area effect.
Corkus hits Orc necromancer for 47 physical, 39 physical, 16 physical (102 total damage).
Corkus killed Orc necromancer!
Dread hits Corkus for 23 physical damage.
Melee retaliation hits Dread for 8 acid damage.
Corkus is no longer rampaging.
Corkus feels pain again.
Bane of Confusion from Orc necromancer hits Corkus for 32 darkness damage.
Corkus the level 12 dwarf cursed was darkened to death by an orc necromancer on level 2 of Ruins of Kor'Pul.