











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 18 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by orc corruptor at level 18 on the 65th Haze 122nd year of Ascendancy at 18:13 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 63 (base 46) |
| Dexterity | 22 (base 10) |
| Constitution | 13 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 50 (base 39) |
| Cunning | 27 (base 10) |
Resources
| Life | -14/595 |
| Equilibrium | 10 |
| Psi | 140/140 |
| Healing Factor | 1.0283363011316 |
| Regeneration | 4.7278150275689 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.609950326513% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 56 |
| Crit Chance | 28% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 56 |
| Crit Chance | 30% |
| APR | 29 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +23% |
| Acid | +5% |
| Light | +12% |
| Nature | +9% |
| Mind | +3% |
| Physical | +18% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Acid | +10% |
| Light | +20% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 16 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 8 |
| Physical Save | 33 |
| Spell Save | 20 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 17%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 59%( 70%) |
| Physical | + 20%( 70%) |
| Darkness | + 27%( 70%) |
| Fire | + 11%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 28% |
Inscriptions (3/3)
| 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 196 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 16% for 2 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 then cleanse 1 wound, poison, and disease effect. 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 | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 1/5 |
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. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | active |
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: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within1 lumberjacks have died. | done |
Equipment
| On feet | Beorim the Vilevortex (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes stats: +5 Str / +1 Con Changes resistances penetration: +5% nature Changes damage: +12% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Myromithad the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +4 Cun / +1 Str Changes resistances: +1% physical Critical mult.: +15.00% Light radius: +7 Infravision radius: +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Gunodan the Dayclamor (0 def, 3 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 light / 6 fire Changes resistances: +6% nature / +7% blight Changes resistances penetration: +20% light Changes damage: +12% light / +6% fire A cap made of leather. |
| On hands | Xanarilaith the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +23 (+6 eff.) Armour penetration: +10 Armour: +2 Fatigue: +3% Damage (Melee): 7 acid Changes stats: +2 Cun / +7 Dex Changes resistances: +5% acid / +3% darkness / +5% arcane / +6% lightning Changes resistances penetration: +10% acid Changes damage: +5% acid 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 161% 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 | iron pickaxe 'Emelybrerin' (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 / +1 Cun Changes resistances: +3% darkness Mental save: +9 (+5 eff.) Equilibrium when hit: +0.04 Mental crit. chance: +2% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Duathelreaper the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes stats: +2 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Mindpower: +10 (+4 eff.) Rings make your fingers look great! |
| On fingers | steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 123% 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 make your fingers look great! |
| Around neck | copper amulet 'Arcsorrow'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +3 Cun / +1 Wil Changes resistances: +5% physical Critical mult.: +5.00% Stamina each turn: +0.30 Amulets make your neck look great! |
| In main hand | Scorpionbutcher (131% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 52% When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +8 (+4 eff.) Effects on melee hit: * 20% chance to slow global speed by 52% Changes damage: +6% nature Physical save: +12 (+6 eff.) Disarm immunity: +28% Sharp, long, and deadly. |
| Around waist | Wretchrupture the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +2 Wil Changes resistances: +6% blight / +5% arcane / +3% nature / +12% darkness Changes damage: +3% nature Mental save: +8 (+4 eff.) Maximum life: +70.00 A belt that goes around your waist. |
| In off hand | Xanodata the steel dagger (115% power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 115% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 52% On weapon crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Changes stats: +8 Str Changes damage: +6% physical Physical save: +6 (+3 eff.) Sharp, short and deadly. |
| Cloak | Uladundur the cashmere cloak (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +3 Armour: +8 Defense: +2 (+1 eff.) Changes stats: +7 Cun / +2 Dex Changes damage: +3% mind Psi when hit: +0.12 Maximum hate: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | woollen robe 'Dairohek' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +24% lightning / +9% blight / +3% cold / +12% nature / +9% all Changes resistances penetration: +10% mind Changes damage: +12% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Arcgore the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% acid Changes resistances penetration: +15% lightning Changes damage: +3% acid Amulets make your neck look great! |
Blazenaught the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str Changes resistances: +6% lightning Changes damage: +15% lightning / +3% mind Mindpower: +25 (+9 eff.) Amulets make your neck look great! |
WillowimmortalPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 52% * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 blight Changes stats: +2 Mag Changes resistances penetration: +5% blight Changes damage: +6% blight Amulets make your neck look great! |
gold amulet 'Morningwreath'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% mind / +3% temporal Changes damage: +15% light / +3% physical Teleport immunity: +10% Amulets make your neck look great! |
starlit steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +13% light / +10% darkness Blindness immunity: +25% Amulets make your neck look great! |
steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +50% Healing mod.: +13% 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 267 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
BlazebringerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Fatigue: -6% Changes stats: +3 Dex / +5 Mag / +4 Wil Changes resistances: +3% fire Changes resistances penetration: +5% fire Maximum encumbrance: +22 Spellpower: +14 (+4 eff.) Mindpower: +6 (+2 eff.) Infravision radius: +2 Rings make your fingers look great! |
DourmonsterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Dex / +1 Con Changes resistances: +3% cold Changes damage: +12% darkness Spell save: +10 (+5 eff.) Maximum stamina: +11.00 Rings make your fingers look great! |
GlorosetiraPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Changes stats: +1 Wil Changes resistances: +10% temporal Changes damage: +10% temporal Mindpower: +15 (+5 eff.) Mental crit. chance: +1% Rings make your fingers look great! |
Mayunn the BlackresolveInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 21% Damage when hit (Melee): 6 mind / 2 lightning Changes resistances: +7% nature / +6% blight Changes damage: +9% lightning / +9% mind / +6% darkness Poison immunity: +14% Disease immunity: +14% Rings make your fingers look great! |
ShadowzephyrCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Damage when hit (Melee): 2 mind Changes stats: +11 Cun Changes resistances penetration: +25% darkness Rings make your fingers look great! |
marksman's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Rings make your fingers look great! |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel dagger (118% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 118% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
balanced steel dagger of enduring (102% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +6 (+3 eff.) Changes stats: +5 Con / +8 Wil Disarm immunity: +20% Maximum life: +30.00 Sharp, short and deadly. |
dwarven-steel dagger 'Arozor' (111% power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage against: +14% Unnatural When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% lightning / +6% physical Confusion immunity: +20% Maximum life: +40.00 Sharp, short and deadly. |
Emeliyawyn the voratun greatsword (173% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +16 darkness Damage against: +19% Living When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +1.0% Armour: +4 Defense: +13 (+6 eff.) Changes stats: +3 Cun Changes resistances penetration: +10% mind Disarm immunity: +47% Mental crit. chance: +1% Massive two-handed swords. |
Aerogalaith (104% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +2 Str Changes damage: +6% physical Physical save: +3 (+1 eff.) Mental save: +3 (+2 eff.) Disease immunity: +20% Confusion immunity: +20% Only die when reaching: -40.00 life Healing mod.: +5% One-handed war axes. |
dwarven-steel waraxe 'Balygas' (118% power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 118% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 52% Damage (Melee): +8 darkness Damage (radius 1) on hit: +4 acid Damage against: +6% Living When wielded/worn: Changes stats: +2 Dex / +10 Con Infravision radius: +1 One-handed war axes. |
UlfesagornInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Disarm immunity: +10% Confusion immunity: +20% Maximum life: +32.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. |
Korosus the Sparkbearer (21 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +7 (+2 eff.) Defense: +21 (+10 eff.) Fatigue: -2% Damage when hit (Melee): 4 cold Changes resistances penetration: +5% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Runyrentir the Galemark (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +6 Dex / +5 Con Changes resistances: +12% mind Changes resistances penetration: +5% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +1 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stormwoven woollen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Str / +4 Mag / +5 Wil Changes resistances: +8% lightning / +5% cold / +9% all Changes damage: +5% lightning / +5% physical / +7% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Murkbiter (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% Damage when hit (Melee): 2 darkness Changes stats: +2 Str Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +10% temporal Stamina each turn: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nimbusbearer (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 52% Changes stats: +3 Str / +3 Wil / +3 Con Changes resistances: +9% lightning Changes resistances penetration: +15% lightning / +6% physical Changes damage: +6% lightning Critical mult.: +5.00% Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quenchpierce (15 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +19 (+6 eff.) Armour: +3 Defense: +15 (+7 eff.) Fatigue: +2% Changes stats: +2 Str Changes resistances: +3% cold Changes resistances penetration: +5% blight Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lavatreason the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 fire Changes stats: +2 Cun / +2 Mag Changes resistances: +8% fire / +7% light / +6% darkness Changes resistances penetration: +10% fire Changes damage: +9% blight / +7% fire Physical save: +5 (+2 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +20% 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 Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 23.11 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Malaharatir (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 acid Damage when hit (Melee): 4 mind Changes stats: +5 Cun / +6 Wil Changes resistances: +13% acid Changes damage: +5% acid Mental save: +6 (+3 eff.) 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. |
Elolevena (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +3 Dex / +4 Wil Changes resistances: +7% physical Physical save: +16 (+7 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Maximum psi: +40.00 A cap made of leather. |
elven-silk wizard hat 'Lelemayon' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Damage when hit (Melee): 2 mind Changes stats: +2 Str / +1 Dex / +1 Wil Changes resistances: +25% light Changes damage: +17% light Reduces incoming crit damage: 10.00% Mana each turn: +0.18 Psi each turn: +0.23 Spellpower: +5 (+1 eff.) Spell crit. chance: +3% Mindpower: +4 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
iron helm 'Erelomarand' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Mag / +3 Con Reduces incoming crit damage: 15.00% See invisible: +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Velamira' (16 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +10 Defense: +16 (+8 eff.) Changes stats: +3 Wil Physical save: +11 (+5 eff.) Stun/Freeze immunity: +10% A pointy cloth hat, very wizardly... |
rough leather cap 'Ematira' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Dex Changes damage: +9% mind Critical mult.: +5.00% Maximum stamina: +20.00 Maximum psi: +10.00 A cap made of leather. |
stabilizing rough leather cap of trickery (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +3 Dex Physical save: +11 (+5 eff.) A cap made of leather. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
steel plate armour of the dragon (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +5% acid / +7% physical / +7% cold / +6% lightning / +6% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +22% Knockback immunity: +20% A suit of armour made of metal plates. |
5 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. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
Jetransom the iron pickaxe (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% acid / +6% fire / +6% darkness Changes resistances penetration: +10% darkness Changes damage: +3% cold Reduces incoming crit damage: 10.00% Cut immunity: +20% Teleport immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(107 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Xereth the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +3 Defense: +10 (+5 eff.) Changes stats: +1 Str Stamina each turn: +1.00 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. |
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 370/400. 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. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
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. |
4 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. |
4 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 Alva Darkwyrm the Thalore Wyrmic level 9
21st Haze 122nd year of Ascendancy at 14:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Alva Darkwyrm the Thalore Wyrmic level 10
27th Haze 122nd year of Ascendancy at 11:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Alva Darkwyrm the Thalore Wyrmic level 9
16th Haze 122nd year of Ascendancy at 07:43 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Alva Darkwyrm the Thalore Wyrmic level 12
31st Haze 122nd year of Ascendancy at 20:20 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Alva Darkwyrm the Thalore Wyrmic level 16
51st Haze 122nd year of Ascendancy at 01:26 see stats
Log
Faeros slows down.
Faeros is weakened by the darkness!
Melee retaliation hits Alva Darkwyrm for 9 fire, 9 fire (18 total damage).
Alva Darkwyrm hits Faeros for 117 physical, 7 acid, 34 physical, 7 acid (167 total damage).
Alva Darkwyrm performs a melee critical strike against Faeros!
Another foe is summoned to the arena!
You collect a new ingredient: pouch of faeros ash (1).
Melee retaliation hits Alva Darkwyrm for 9 fire, 9 fire (18 total damage).
Alva Darkwyrm hits Faeros for 200 physical damage.
Alva Darkwyrm killed Faeros!
Orc corruptor casts Curse of Vulnerability.
Alva Darkwyrm is cursed.
Orc corruptor uses Orcish Fury.
Orc corruptor enters a state of bloodlust.
Orc corruptor casts Blood Spray.
Orc corruptor hits Alva Darkwyrm for 151 blight damage.
Orc corruptor casts Soul Rot.
Orc corruptor's spell attains critical power!
Alva Darkwyrm uses Infusion: Regeneration.
Alva Darkwyrm starts regenerating health quickly.
Orc corruptor's Soul Rot hits Alva Darkwyrm for 372 blight damage.
Orc corruptor casts Blood Grasp.
Orc corruptor roars triumphantly.
Orc corruptor receives 31 healing from Orc corruptor's Blood Grasp.
Orc corruptor's Blood Grasp hits Alva Darkwyrm for 151 blight damage.
Alva Darkwyrm the level 18 thalore wyrmic was debilitated by noxious blight before falling to death by an orc corruptor on level 1 of Zigur.
































































































