











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 21 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by Gudavena the cutpurse at level 20 on the 16th Wealth 122nd year of Ascendancy at 02:37 / 2Killed by Minotaur of the Labyrinth at level 21 on the 18th Wealth 122nd year of Ascendancy at 16:25 |
Primary Stats
| Strength | 62 (base 50) |
| Dexterity | 9 (base 10) |
| Constitution | 20 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 55 (base 41) |
| Cunning | 22 (base 10) |
Resources
| Life | -105/1013 |
| Stamina | 257/272 |
| Equilibrium | 48 |
| Healing Factor | 0.65224099076211 |
| Regeneration | 6.0273868018107 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | -27.39004967349% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 46 |
| Crit Chance | 26% |
| APR | 34 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 24% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +3% |
| Nature | +14% |
| Cold | +14% |
| All | +0% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +10% |
| Physical | +13% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 54.723073231957 (93.924050632911%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 24 |
| Physical Save | 6 |
| Spell Save | 3 |
| Mental Save | 2 |
Defense: Resistances
| Acid | 3%( 70%) |
| Blight | 9%( 70%) |
| Physical | 6%( 70%) |
| Cold | 41%( 70%) |
| All | 0%( 70%) |
| Darkness | 20%( 70%) |
| Light | 20%( 70%) |
| Lightning | 3%( 70%) |
| Mind | 3%( 70%) |
| Nature | 9%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Pinning Resistance | 43% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 42% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 329 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 672% 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 Cunning stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | Sunder Armour |
| detrimental effect | The target is poisoned, taking 83.92 nature damage per turn. Damage dealt is reduced by 10%. Deadly Poison |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | Cursed Wound |
| detrimental effect | Sunder Arms |
| beneficial effect | The target is able to burrow into walls, and additionally has 25 more APR and 13% more physical resistance penetration. Burrow |
| beneficial effect | Stoneskin |
Quests
Escort: injured seer (level 2 of Trollmire) | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
From bellow, it devours | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within10 lumberjacks have died. | done |
Equipment
| On feet | Phlegmire (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 8 nature / 6 light Changes stats: +3 Str / +2 Con Changes resistances: +3% acid / +3% nature Changes damage: +3% acid It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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& |
| Light source | NimbusrendInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 4 arcane Changes resistances: +6% blight Changes resistances penetration: +10% blight Maximum life: +45.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Brightqueller (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +28% cold Changes damage: +3% light / +11% cold Maximum life: +60.00 Healing mod.: +10% A pointy cloth hat, very wizardly... |
| Tool | Prox&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;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&039;s clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties. |
| On fingers | rogue&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties. |
| Around waist | rough leather belt &039;Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +5 Str / +1 Cun / +1 Con Changes resistances: +6% light / +6% darkness Changes damage: +3% cold A belt that goes around your waist. |
| In main hand | Golden Three-Edged Sword &039; (49-78.4 power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| On hands | Spellhunt Remnants (2 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% nature Changes damage: +10% nature Spell save: +6 (+6 eff.) Maximum life: +40.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +6% Learn an unarmed attack talent or enable &039; to see combat stats. Can&LASTYELLOWLASTANTIQUE_WHITE |
| Main armor | impenetrable steel plate armour of resilience (0 def, 16 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +22% Maximum life: +25.00 A suit of armour made of metal plates. |
| Cloak | Balesus the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Changes resistances: +3% blight / +1% physical / +3% mind / +6% cold Only die when reaching: -40.00 life Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | StormblastInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con / +2 Wil Changes resistances: +3% nature / +14% light / +14% darkness Changes resistances penetration: +10% lightning / +5% nature Blindness immunity: +20% Amulets can have magical properties. |
Inventory
Lisivena the AirboreCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight / 2 fire Changes resistances: +6% lightning Changes damage: +9% blight / +9% fire Talent mastery: +0.12 Wild-gift / Higher draconic abilities Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper ring &039;Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +11 Wil Changes damage: +6% blight / +6% fire Spellpower: +12 (+6 eff.) Mindpower: +7 (+4 eff.) Rings can have magical properties. |
marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. |
titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+6 eff.) Rings can have magical properties. |
iron battleaxe (11.5-17.25 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 11.5 - 17.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor& |
Bill&Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target&ANTIQUE_WHITE |
Kor&Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+4 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 13.86 physical damage to all targets in a line. Each target takes an additional 30% damage for each magical debuff they are afflicted with. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
insulating rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight / +7% cold / +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% cold / +5% fire Movement speed: +25% A pair of boots made of leather. |
Lustreoozer the hardened leather gloves (0 def, 9 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Effects on melee hit: * 20% chance to slow global speed by 50% Damage (Melee): 8 physical Changes resistances: +6% nature Changes resistances penetration: +15% lightning Changes damage: +15% lightning / +5% physical Light radius: +3 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Saliwyn (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +1 Changes stats: +2 Str / +3 Dex / +5 Cun Grants telepathy: Dragon Infravision radius: +2 Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable &039; to see combat stats. These gloves are coated with a thick, green liquid. |
Zyrain (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +2 Damage (Melee): 7 fire Changes stats: +7 Str / +3 Dex / +4 Cun Changes resistances: +5% arcane / +7% fire Changes damage: +5% fire Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 15.00% Physical save: +16 (+15 eff.) Healing mod.: +15% Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets &039; (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Wil Changes damage: +15% mind / +6% temporal Mental save: +7 (+7 eff.) Maximum life: +52.00 Mental crit. chance: +2% Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Drayakalthorek the Burnsorrow (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +3% fire / +11% light / +11% darkness Changes resistances penetration: +15% fire Grants telepathy: Dragon See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Noonkarma (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: +3 Str / +2 Cun Critical mult.: +10.00% Mindpower: +9 (+4 eff.) Mental crit. chance: +2% Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Winterborn the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Changes resistances: +16% cold Changes damage: +29% cold Light radius: +3 A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of light (+15%) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +15% light Changes damage: +10% light Mental save: +5 (+5 eff.) A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
prismatic rough leather armour of lightning resistance (3 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% Changes resistances: +16% lightning / +11% light / +10% darkness A suit of armour made of leather. |
Hanehell the Tempestmistress (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +6% lightning / +17% fire / +5% arcane Changes damage: +6% mind Mental save: +9 (+9 eff.) Knockback immunity: +20% A suit of armour made of metal plates. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
455 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
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. |
iron pickaxe &039; (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +2 Cun / +1 Str Changes resistances: +3% light Light radius: +3 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 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 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.(112 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+10 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots of corruption (21/21, 22-26.4 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.0 - 26.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 21 When this weapon hits: Curse of Death (20% chance level 2). Shots are used with slings to pummel your foes to death. |
elm totem of summon tentacle [power 95] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 97 Armor: 2 All Resist: 2 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of healing [power 90] (19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heals yourself and all friendly characters within 10 spaces for 90 Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
8 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. |
9 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. |
8 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 Wyrmo the Dwarf Wyrmic level 12
18th Profit 122nd year of Ascendancy at 01:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Wyrmo the Dwarf Wyrmic level 10
3rd Profit 122nd year of Ascendancy at 11:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Wyrmo the Dwarf Wyrmic level 20
11st Wealth 122nd year of Ascendancy at 17:27 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Wyrmo the Dwarf Wyrmic level 16
43rd Profit 122nd year of Ascendancy at 09:17 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Wyrmo the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 18:21 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Wyrmo the Dwarf Wyrmic level 9
30th Voratun 122nd year of Ascendancy at 04:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Wyrmo the Dwarf Wyrmic level 16
44th Profit 122nd year of Ascendancy at 05:25 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Wyrmo the Dwarf Wyrmic level 20
16th Wealth 122nd year of Ascendancy at 02:37 see stats
Log
Melee retaliation hits Minotaur of the Labyrinth for 4 light, 3 fire, 6 nature, 3 arcane (16 total damage).
Minotaur of the Labyrinth hits Wyrmo for 114 physical damage.
Wyrmo instinctively hardens his skin and ignores the attack!
Wyrmo repels an attack from Bandit.
Melee retaliation hits Bandit for 2 light, 2 fire, 3 nature, 1 arcane (8 total damage).
Bandit hits Wyrmo for 28 physical damage.
You are unable to move!
Wyrmo uses Nature&
Wyrmo receives 116 healing.
Wyrmo overcomes the gloom
Wyrmo speeds up.
Deadly Poison from Thief hits Wyrmo for 32 nature damage.
Minotaur of the Labyrinth uses Stunning Blow.
Melee retaliation hits Minotaur of the Labyrinth for 2 light, 1 fire, 3 nature, 1 arcane, 2 light, 1 fire, 3 nature, 1 arcane (16 total damage).
Minotaur of the Labyrinth hits Wyrmo for 46 physical, 34 physical (80 total damage).
Wyrmo instinctively hardens his skin and ignores the attack!
Wyrmo repels an attack from Bandit.
Melee retaliation hits Bandit for 2 light, 2 fire, 3 nature, 1 arcane (8 total damage).
Bandit hits Wyrmo for 13 physical damage.
You are unable to move!
Wyrmo hits Minotaur of the Labyrinth for 39 physical, 17 light, 17 darkness (73 total damage).
Wyrmo is no longer dominated.
Talent Ice Wall is ready to use.
Talent Dig is ready to use.
Talent Prismatic Slash is ready to use.
Deadly Poison from Thief hits Wyrmo for 32 nature damage.
Minotaur of the Labyrinth uses Sunder Arms.
Saving game...































































































