Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Steamtech UI 1.0.5 Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Bulwark |
| Level / Exp | 34 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Lisivena the Guardian at level 22 on the 7th Pyre 123rd year of Ascendancy at 16:14 4 / 2Killed by Zubelralena the master vampire at level 26 on the 23rd Dusk 123rd year of Ascendancy at 20:38 |
Primary Stats
| Strength | 92.845727509167 (base 60) |
| Dexterity | 28 (base 24) |
| Constitution | 98.845727509167 (base 60) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | 1377/1377 |
| Stamina | 184/184 |
| Healing Factor | 1.59 |
| Regeneration | 30.369 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 9 |
| See Stealth | 19 |
| See Invisible | 27 |
Offense: Mainhand
| Damage | 146 |
| Accuracy | 54 |
| Crit Chance | 14% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.2 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | -7% |
| Cold | +20% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
Defense: Base
| Armour (hardiness) | 92.004286018844 (93.924050632911%) |
| Defense | 50.939648720498 |
| Ranged Defense | 55.939648720498 |
| Fatigue | 37 |
| Physical Save | 58.322336418806 |
| Spell Save | 58.491666666667 |
| Mental Save | 27.3875 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 40%( 70%) |
| Physical | + 28%( 70%) |
| Cold | + 63%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 30%( 70%) |
| Mind | + 21%( 70%) |
| Arcane | + 19%( 70%) |
| Fire | + 58%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 15% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Blind Resistance | 30% |
| Disarm Resistance | 61% |
| Bleed Resistance | 100% |
| Pinning Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 115 damage for 5 turns. The effect will scale with your magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 310 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 329 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lone alchemist from death by Shardskin. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by wolf. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You failed to protect the repented thief from death by wisp. Escort: repented thief (level 1 of Old Forest) | failed |
You failed to protect the repented thief from death by forest wight. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 179. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | restorative pair of hardened leather boots of disengagement (0 def, 3 armour) restorative pair of hardened leather boots of disengagement (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Cun / +2 Dex Life regen: +1.70 Healing mod.: +13% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
| Light source | watchleader's alchemist's lamp of the forge watchleader's alchemist's lamp of the forgeCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 15 dreamforge Damage when the wearer is hit: 12 dreamforge Changes resistances: +7% mind / +7% fire Blindness immunity: +30% Confusion immunity: +15% Light radius: +7 See stealth: +7 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 Spell save: +15 Mindpower: +12 Mental crit. chance: +5% Light radius: +1 It can be used to destroy magic in a radius 5 cone, costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. You feel proud of having fulfilled this ancient duty. |
| Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 Defense: +12 Changes stats: +5 Lck / +5 Cun Changes resistances: +4% physical Changes damage: +3% physical Physical save: +10 Spell save: +10 Mental save: +10 See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
| On fingers | gladiator's steel ring of life gladiator's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +5 Str / +5 Con Life regen: +0.90 Maximum life: +47.00 Healing mod.: +16% Rings can have magical properties. |
| On fingers | Gleamrazor the stralite ring Gleamrazor the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when the wearer is hit: 4 light Changes resistances: +5% arcane / +6% lightning / +3% nature / +9% blight Changes resistances penetration: +5% light Disarm immunity: +34% Pinning immunity: +40% Knockback immunity: +34% Maximum life: +36.00 Rings can have magical properties. |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Wintertide (45-63 power, 10 apr) Wintertide (45-63 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +45 ice When wielded/worn: Changes resistances: +25% cold Changes damage: +20% cold Light radius: +1 See invisible: +2 It can be used to generate a burst of ice, costing 8 power out of 18/18. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block) Fire Dragon Shield (16 def, 9 armour, 58 dam, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 Ranged Defense: +15 Fatigue: +20% Damage when the wearer is hit: 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
| Cloak | enveloping cashmere cloak of Iron Throne (9 def, 0 armour) enveloping cashmere cloak of Iron Throne (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Changes stats: +2 Str / +2 Con Physical save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Breezestreak the stralite plate armour (7 def, 13 armour) Breezestreak the stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Changes stats: +4 Str / +1 Dex / +1 Wil / +1 Cun / +8 Con Damage when the wearer is hit: 4 nature Changes resistances: +11% physical / +9% fire / +11% cold / +12% lightning / +11% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +27% Stun/Freeze immunity: +31% Knockback immunity: +22% A suit of armour made of metal plates. |
Inventory
Sealed Scroll of Last Hope =Lost Staff= Sealed Scroll of Last Hope =Lost Staff=0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
wanderer's gold amulet of willpower (+5) =Stats Galore= wanderer's gold amulet of willpower (+5) =Stats Galore=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +4 Wil / +5 Cun / +5 Con Life regen: +0.30 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. |
Belorion =Acid 24= Belorion =Acid 24=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +3% darkness / +24% acid Changes damage: +12% acid See invisible: +6 Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% arcane / +12% fire / +12% cold / +12% lightning All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Scumjustice =Life Regeneration= Scumjustice =Life Regeneration=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Wil Damage when the wearer is hit: 4 nature Grants telepathy: Demon/Minor Demon/Major Stun/Freeze immunity: +41% Life regen: +3.70 Mindpower: +2 Rings can have magical properties. |
marksman's stralite ring of warding =Mass Res.= marksman's stralite ring of warding =Mass Res.=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 Changes stats: +6 Dex Changes resistances: +21% fire / +21% cold / +14% lightning / +18% acid Rings can have magical properties. |
psionicist's steel ring of light (+22%) =Light 22= psionicist's steel ring of light (+22%) =Light 22=Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% light Changes damage: +11% light Mental save: +6 Rings can have magical properties. |
rogue's gold ring of darkness (+26%) =Darkness 26= rogue's gold ring of darkness (+26%) =Darkness 26=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +26% darkness Changes damage: +13% darkness Rings can have magical properties. |
sneakthief's stralite ring of warding =Mass Res.= sneakthief's stralite ring of warding =Mass Res.=Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 Changes stats: +5 Cun / +6 Dex Changes resistances: +16% fire / +18% cold / +19% lightning / +12% acid Rings can have magical properties. |
steel ring of nature (+24%) =Nature 24= steel ring of nature (+24%) =Nature 24=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% nature Changes damage: +12% nature Rings can have magical properties. |
stralite ring of sensing =Stealth, Invisible= stralite ring of sensing =Stealth, Invisible=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Blindness immunity: +35% See stealth: +13 See invisible: +12 Rings can have magical properties. |
insulating hardened leather belt of unlife =Underwater Trinket= insulating hardened leather belt of unlife =Underwater Trinket=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% fire / +8% cold / +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cloak of Deception =Look Like Human= Cloak of Deception =Look Like Human=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven in its very fabric. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 10.34 to 31.02 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery but odds are the crafter knew a thing or two about magic. |
searing stralite plate armour of delving (7 def, 13 armour) searing stralite plate armour of delving (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Changes stats: +5 Str Damage when the wearer hits(melee): 13 fire / 16 acid Damage when the wearer is hit: 11 fire / 12 acid Changes resistances: +8% physical / +17% fire / +18% acid / +12% darkness Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Sanguine Shield (14 def, 4 armour, 40 dam, 220 block) =Blight 25= Sanguine Shield (14 def, 4 armour, 40 dam, 220 block) =Blight 25=Requires: - Strength 39 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +9.0% Block value: +220 When wielded/worn: Armour: +4 Defense: +14 Ranged Defense: +14 Fatigue: +19% Changes stats: +5 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Titanic (20 def, 18 armour, 48 dam, 320 block) =Mass Def/Armor= Titanic (20 def, 18 armour, 48 dam, 320 block) =Mass Def/Armor=Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 Ranged Defense: +10 Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =Pick o'Choice= Tooth of the Mouth (dig speed 12 turns) =Pick o'Choice=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Summertide Phial =Light 30= Summertide Phial =Light 30=Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus =Combine with Weapon= Crystal Focus =Combine with Weapon=Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways =Old Kingdom of Reknor= Orb of Many Ways =Old Kingdom of Reknor=Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Rod of Recall (1/1) =Da Rod= Rod of Recall (1/1) =Da Rod=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 263/400. 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 Chest =Da Chest= Transmogrification Chest =Da Chest=Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
pouch of voratun shots 'Dawnzephyr' (21/48, 62.5-75 power, 17 apr) pouch of voratun shots 'Dawnzephyr' (21/48, 62.5-75 power, 17 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 62.5 - 75.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Physical crit. chance: +16.0% Capacity: 49 Turns elapse between self-loadings: 3 Travel speed: +200% Damage when this weapon hits(ranged): +33 mind / +8 light Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +12 light Damage conversion: 50% mind Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Gorm the Ghoul Bulwark level 30
49th Dusk 123rd year of Ascendancy at 01:35 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Gorm the Ghoul Bulwark level 16
24th Haze 122nd year of Ascendancy at 22:45 see stats
A living one!
Was teleported into Caldizar's Fortress, far into the void between the stars.By Gorm the Ghoul Bulwark level 23
33rd Pyre 123rd year of Ascendancy at 16:04 see stats
Against all odds
Killed Ukruk in the ambush.By Gorm the Ghoul Bulwark level 30
45th Dusk 123rd year of Ascendancy at 05:25 see stats
Arachnophobia
Destroyed the spydric menace.By Gorm the Ghoul Bulwark level 34
5th Haze 123rd year of Ascendancy at 10:53 see stats
Brave new world
Went to the Far East and took part in the war.By Gorm the Ghoul Bulwark level 32
2nd Haze 123rd year of Ascendancy at 01:29 see stats
Bringer of Doom
Killed a Bringer of Doom.By Gorm the Ghoul Bulwark level 23
26th Pyre 123rd year of Ascendancy at 05:03 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Gorm the Ghoul Bulwark level 11
25th Dusk 122nd year of Ascendancy at 09:11 see stats
DarkGod's little helper! - 2013 Edition
Clicked on the vote link for the Roguelike of the Year 2013 poll.By Gorm the Ghoul Bulwark level 10
11st Dusk 122nd year of Ascendancy at 22:57 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Gorm the Ghoul Bulwark level 31
73rd Dusk 123rd year of Ascendancy at 09:07 see stats
Exterminator
Killed 1000 creatures.By Gorm the Ghoul Bulwark level 14
77th Dusk 122nd year of Ascendancy at 03:17 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Gorm the Ghoul Bulwark level 19
40th Regrowth 123rd year of Ascendancy at 22:09 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gorm the Ghoul Bulwark level 16
24th Haze 122nd year of Ascendancy at 23:24 see stats
Level 10
Got a character to level 10.By Gorm the Ghoul Bulwark level 10
5th Dusk 122nd year of Ascendancy at 12:30 see stats
Level 20
Got a character to level 20.By Gorm the Ghoul Bulwark level 20
50th Regrowth 123rd year of Ascendancy at 11:55 see stats
Level 30
Got a character to level 30.By Gorm the Ghoul Bulwark level 30
43rd Dusk 123rd year of Ascendancy at 14:11 see stats
Merry wintertide!
Finish the Santascape event and free the little helper elves.By Gorm the Ghoul Bulwark level 17
49th Haze 122nd year of Ascendancy at 07:39 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Gorm the Ghoul Bulwark level 16
17th Haze 122nd year of Ascendancy at 14:07 see stats
Size matters
Did over 600 damage in one attack.By Gorm the Ghoul Bulwark level 27
27th Dusk 123rd year of Ascendancy at 03:54 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Gorm the Ghoul Bulwark level 32
78th Dusk 123rd year of Ascendancy at 18:28 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Gorm the Ghoul Bulwark level 30
58th Dusk 123rd year of Ascendancy at 16:18 see stats
The Arena
Unlocked Arena mode.By Gorm the Ghoul Bulwark level 7
2nd Summertide 122nd year of Ascendancy at 01:48 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Gorm the Ghoul Bulwark level 16
24th Haze 122nd year of Ascendancy at 22:45 see stats
The secret city
Discovered the truth about mages.By Gorm the Ghoul Bulwark level 15
79th Dusk 122nd year of Ascendancy at 04:29 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Gorm the Ghoul Bulwark level 21
71st Regrowth 123rd year of Ascendancy at 01:17 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Gorm the Ghoul Bulwark level 27
31st Dusk 123rd year of Ascendancy at 10:15 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gorm the Ghoul Bulwark level 19
50th Regrowth 123rd year of Ascendancy at 08:02 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Gorm the Ghoul Bulwark level 29
43rd Dusk 123rd year of Ascendancy at 08:58 see stats
Log
Quest 'Eight legs of wonder' is done! (Press 'j' to see the quest log)
Personal New Achievement: Arachnophobia!
Gorm deactivates Shield Wall.
Gorm activates Shield Wall.
Space around you starts to dissolve...
Resting starts...
Talent Gnaw is ready to use.
Rested for 11 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 21 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Saving game...
You transfer pouch of voratun shots 'Dawnzephyr' (21/48, 62.5-75 power, 17 apr) from the online item's vault.
Saving done.
You transfer greater elven-wood magestaff of wizardry (25-30 power, 5 apr, lightning damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
