










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 24 / 73% |
| Size | big |
| Lifes / Deaths | Killed by The Master at level 24 on the 5th Wealth 122nd year of Ascendancy at 02:44 / 1 |
Primary Stats
| Strength | 30 (base 19) |
| Dexterity | 20 (base 10) |
| Constitution | 65 (base 41) |
| Magic | 8 (base 10) |
| Willpower | 110 (base 54) |
| Cunning | 31 (base 10) |
Resources
| Life | -45/1365 |
| Equilibrium | 10 |
| Healing Factor | 1.4041355335884 |
| Regeneration | 26.77818188369 |
Speed
| Mental | +12.028637809585% |
| Attack | +12.028637809585% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 49 |
| Crit Chance | 15% |
| APR | 2 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 10% |
| Speed | 0.89262890235236 |
Offense: Damage Bonus
| Acid | +19% |
| Blight | +16% |
| Physical | +16% |
| Cold | +52% |
| All | +0% |
| Darkness | +16% |
| Lightning | +16% |
| Mind | +9% |
| Fire | +26% |
| Nature | +35% |
Offense: Damage Penetration
| Acid | +24% |
| Blight | +24% |
| Physical | +24% |
| Cold | +34% |
| Lightning | +24% |
| Darkness | +24% |
| Mind | +20% |
| Fire | +24% |
| Nature | +24% |
Defense: Base
| Armour (hardiness) | 25.317011280365 (72.903125182002%) |
| Defense | 12 |
| Ranged Defense | 12 |
| Fatigue | 18 |
| Physical Save | 56 |
| Spell Save | 52 |
| Mental Save | 56 |
Defense: Resistances
| Acid | 17%( 70%) |
| Blight | 12%( 70%) |
| Arcane | 15%( 70%) |
| Cold | 67%( 70%) |
| All | 10%( 70%) |
| Lightning | 12%( 70%) |
| Light | 15%( 70%) |
| Physical | 12%( 70%) |
| Mind | 26%( 70%) |
| Darkness | 21%( 70%) |
| Fire | 28%( 70%) |
| Nature | 52%( 70%) |
Defense: Immunities
| Pinning Resistance | 35% |
| Disarm Resistance | 44% |
| Bleed Resistance | 20% |
| Confusion Resistance | 10% |
| Knockback Resistance | 83% |
| Stun Resistance | 19% |
| Instadeath Resistance | 100% |
| Blind Resistance | 19% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 438 life over 5 turns. Its effects scale with your Willpower stat. |
| 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 297 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Magic stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 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. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Vorotta the lesser vampire. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
From bellow, it devours | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Artheromilin the OffalswiftInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +4 Wil Changes resistances: +3% nature / +6% light Changes resistances penetration: +15% mind Changes damage: +9% mind / +3% nature 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 | Velywyn the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 acid Changes stats: +3 Cun / +3 Wil Changes damage: +3% acid Physical save: +16 (+5 eff.) Vim when firing critical spell: +2.00 Maximum vim: +40.00 Mindpower: +10 (+2 eff.) A cap made of leather. |
| Tool | Bethuwen the ash totem of healing [power 194] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +5 Wil Mana each turn: +0.08 Spell crit. chance: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Xora the WinterveilInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+5 eff.) Damage when hit (Melee): 2 mind Changes stats: +7 Dex / +5 Con Changes resistances: +6% mind / +6% cold Changes resistances penetration: +5% mind Changes damage: +6% cold Physical save: +10 (+3 eff.) Disarm immunity: +44% Pinning immunity: +35% Knockback immunity: +44% Maximum life: +35.00 Rings make your fingers look great! |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 31.67 cold and 24.15 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 7/60. This azure ring seems to be always moist to the touch. |
| Around waist | Brenagen the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes resistances: +5% arcane Spell save: +8 (+2 eff.) Equilibrium when hit: +0.20 Maximum hate: +4.00 Mindpower: +25 (+6 eff.) Size category: +1 A belt that goes around your waist. |
| In main hand | dwarven-steel battleaxe &039; (139% power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes stats: +10 Con / +7 Wil Changes resistances: +12% mind Cut immunity: +20% Confusion immunity: +10% Only die when reaching: -20.00 life Maximum life: +44.00 Healing mod.: +5% Massive two-handed battleaxes. |
| On hands | Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable &039; to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.6 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 549.68 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Drolentir the Raintaint (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +20 (+7 eff.) Physical crit. chance: +2.0% Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes stats: +3 Str / +4 Wil / +5 Cun Changes resistances penetration: +10% cold Mental save: +14 (+5 eff.) Maximum stamina: +30.00 A suit of armour made of mail. |
| Cloak | Borurim the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+7 eff.) Defense: +2 (+2 eff.) Fatigue: -4% Changes stats: +4 Cun / +7 Wil Critical mult.: +5.00% Maximum life: +69.00 Maximum stamina: +19.00 Maximum hate: +2.00 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature&LAST6FFF8300FF006FFF837FFFD46FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFF6FFF83FFFFFFANTIQUE_WHITE |
Inventory
regeneration infusion of the psychic (heal 696; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 696 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Bokugonik the BlindmaimCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce damage dealt by 30% Changes damage: +15% darkness Physical save: +13 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+4 eff.) Amulets make your neck look great! |
LisyweInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +2 Con Changes resistances: +9% acid / +15% temporal Changes resistances penetration: +25% physical Physical save: +8 (+2 eff.) Pinning immunity: +31% Knockback immunity: +23% Life regen: +7.00 Maximum life: +30.00 Amulets make your neck look great! |
ArytiraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 13% Changes stats: +4 Con Changes resistances: +5% arcane / +3% temporal Changes resistances penetration: +10% mind Critical mult.: +10.00% Physical save: +8 (+2 eff.) Maximum psi: +20.00 Rings make your fingers look great! |
warrior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
EbonygasherInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Changes resistances: +3% darkness Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +2 Str / +2 Con Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots of phasing (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +3 Wil It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Flowerrot (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +4 Cun / +5 Dex Changes resistances penetration: +20% nature Changes damage: +3% nature Mental save: +7 (+3 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
Kegorach (25 def, 18 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +18 Defense: +25 (+16 eff.) Fatigue: +4% Changes stats: +3 Dex Changes resistances: +10% cold Allows you to breathe in: water Stamina each turn: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nature&Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+8 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+6 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Revenant (8 def, 20 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+8 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
dwarven-steel shield &039; (0 def, 6 armour, 140% power, 71.5 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 141% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +72 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +12 darkness / +14 light Damage (radius 2) on crit: +20 acid When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +4 Cun / +5 Mag Changes resistances: +6% acid / +6% blight / +13% darkness / +13% light Changes resistances penetration: +10% blight / +15% acid Changes damage: +9% temporal / +13% light / +15% darkness Talent granted: +1 Block Handheld deflection devices. |
7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman&Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
7 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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Houtamelia the Dwarf Wyrmic level 9
25th Voratun 122nd year of Ascendancy at 14:17 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Houtamelia the Dwarf Wyrmic level 20
39th Profit 122nd year of Ascendancy at 16:16 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Houtamelia the Dwarf Wyrmic level 18
22nd Profit 122nd year of Ascendancy at 23:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Houtamelia the Dwarf Wyrmic level 10
30th Voratun 122nd year of Ascendancy at 03:12 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Houtamelia the Dwarf Wyrmic level 20
37th Profit 122nd year of Ascendancy at 17:41 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Houtamelia the Dwarf Wyrmic level 22
44th Profit 122nd year of Ascendancy at 13:45 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Houtamelia the Dwarf Wyrmic level 6
18th Voratun 122nd year of Ascendancy at 16:17 see stats
The Rat Lich (Nightmare (Roguelike) difficulty)
Killed the terrible Rat Lich.By Houtamelia the Dwarf Wyrmic level 16
18th Profit 122nd year of Ascendancy at 22:20 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Houtamelia the Dwarf Wyrmic level 12
6th Profit 122nd year of Ascendancy at 07:38 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Houtamelia the Dwarf Wyrmic level 16
17th Profit 122nd year of Ascendancy at 04:29 see stats
Log
Something hits Houtamelia for 169 cold damage.
Something hits Houtamelia for (45 to ice), 67 darkness (67 total damage).
Bane of Blindness from The Master hits Houtamelia for (18 to ice), 27 darkness (27 total damage).
Spikes of Decrepitude hits Houtamelia for (3 to ice), 4 cold, (4 to ice), 6 darkness (10 total damage).
Erupting Shadows hits Houtamelia for (8 to ice), 12 darkness (12 total damage).
Houtamelia instinctively hardens her skin and ignores the attack!
Houtamelia repels an attack from Something.
Something hits Something for 18 cold, 13 physical, 18 cold, 13 physical, 18 cold, 13 physical, 18 cold, 13 physical (120 total damage).
Houtamelia misses Houtamelia.
Houtamelia regains balance.
Houtamelia stops regenerating health quickly.
Houtamelia is free from the hex.
Something hits Houtamelia for (33 to ice), 50 cold (50 total damage).
Bane of Blindness from The Master hits Houtamelia for (18 to ice), 27 darkness (27 total damage).
Spikes of Decrepitude hits Houtamelia for (3 to ice), 4 cold, (4 to ice), 6 darkness (10 total damage).
Erupting Shadows hits Houtamelia for (8 to ice), 12 darkness (12 total damage).
Houtamelia forces the iceblock to shatter.
Something hits Houtamelia for (3 to ice), 4 physical (4 total damage).
Something hits Something for 16 cold, 13 physical, 16 cold, 13 physical, 13 physical, 16 cold, 13 physical (96 total damage).
Houtamelia is free from the ice.
Houtamelia uses Infusion: Regeneration.
Houtamelia starts regenerating health quickly.
Something hits Houtamelia for 74 physical, 57 lightning (131 total damage).
Houtamelia shrugs off the effect &039;!
Something hits Houtamelia for 191 cold, 273 darkness (465 total damage).
Spikes of Decrepitude hits Houtamelia for 7 cold, 10 darkness (17 total damage).
Erupting Shadows hits Houtamelia for 19 darkness damage.
Houtamelia the level 24 dwarf wyrmic was darkened to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.



























































































