Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.2 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens DLC Class 1.2.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 15 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Aruwyn the brecklorn at level 15 on the 6th Wealth 122nd year of Ascendancy at 23:25 / 1 |
Primary Stats
| Strength | 32 (base 24) |
| Dexterity | 12 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 33 (base 31) |
| Willpower | 21 (base 17) |
| Cunning | 12 (base 10) |
Resources
| Life | -5/344 |
| Mana | 34/239 |
| Equilibrium | 15 |
| Healing Factor | 1 |
| Regeneration | 1.35 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 34 |
| Crit Chance | 5% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 34 |
| Crit Chance | 5% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26.5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19.5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 34.2 (81.694915254237%) |
| Defense | 24.35 |
| Ranged Defense | 31.85 |
| Fatigue | 31 |
| Physical Save | 16.975 |
| Spell Save | 34.8875 |
| Mental Save | 22.2125 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 78% |
| Confusion Resistance | 57% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 262 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 396% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shards |
| talent | Chant of Fortress |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
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 |
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 within | active |
Equipment
| On feet | grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour) =my= grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour) =my=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +3 Fatigue: +1% Changes resistances: +5% lightning / +5% temporal A pair of boots made of leather. |
| Light source | Polunne the brass lantern =my= Polunne the brass lantern =my=Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Spell save: +25 Stun/Freeze immunity: +5% Light radius: +2 Heals friendly targets nearby when you use a nature summon: +30 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 | Fogripper (2 def, 0 armour) =my= Fogripper (2 def, 0 armour) =my=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +3 Mag Changes resistances: +3% temporal / +84% light / +3% nature Changes damage: +28% light Spell save: +5 A pointy cloth hat, very wizardly... |
| On hands | storm rough leather gloves of strength (+2) (0 def, 1 armour) =my= storm rough leather gloves of strength (+2) (0 def, 1 armour) =my=Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Damage (Melee): 5 lightning Changes stats: +2 Str Changes resistances: +6% lightning Changes damage: +3% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot =my= Prox's Lucky Halfling Foot =my=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it'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't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it'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 | Stormpiety the steel ring =my/42 conf= Stormpiety the steel ring =my/42 conf=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +2 Str Changes resistances penetration: +10% lightning Mental save: +12 Confusion immunity: +42% Rings can have magical properties. |
| On fingers | Bregygasus =my!= Bregygasus =my!=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% physical Changes damage: +12% physical Reduces incoming crit damage: 5.00% Confusion immunity: +15% Stun/Freeze immunity: +10% Rings can have magical properties. |
| Around neck | Isluwe the Blindsweep =my!= Isluwe the Blindsweep =my!=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +23% lightning / +6% blight Stun/Freeze immunity: +43% Life regen: +0.90 Light radius: +1 Amulets can have magical properties. |
| In main hand | steel shield 'Ereluchik' (6 def, 2 armour, 18.5 dam, 39 block) =my= steel shield 'Ereluchik' (6 def, 2 armour, 18.5 dam, 39 block) =my=Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.5 - 22.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +39 On weapon hit: * 11% chance to daze Damage (Melee): +11 lightning Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +4 physical Damage against: +5% Vermin When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage (Melee): 5 lightning Effects when hit in melee: * 11% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +2 Dex / +1 Mag Changes resistances: +10% lightning / +11% physical Talent granted: +2 Block Handheld deflection devices. |
| Around waist | insulating rough leather belt of carrying =my= insulating rough leather belt of carrying =my=Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +6% cold / +5% fire Maximum encumbrance: +22 A belt that goes around your waist. |
| In off hand | steel shield 'Serpenthash' (6 def, 6 armour, 17.5 dam, 73 block) =my= steel shield 'Serpenthash' (6 def, 6 armour, 17.5 dam, 73 block) =my=Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +73 Damage (Melee): +13 acid When wielded/worn: Armour: +6 Defense: +6 Ranged Defense: +6 Fatigue: +8% Effects when hit in melee: * 11% chance to corrode armor Changes stats: +1 Con Changes resistances: +10% acid / +16% cold Changes resistances penetration: +10% nature Talent granted: +2 Block Maximum hate: +4.00 Handheld deflection devices. |
| Cloak | linen cloak 'Halykor' (1 def, 0 armour) =my= linen cloak 'Halykor' (1 def, 0 armour) =my=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Dex / +1 Wil / +2 Cun Changes resistances: +3% mind Maximum vim: +10.00 Spell 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. |
| Main armor | steel plate armour 'Delahek' (4 def, 9 armour) =my= steel plate armour 'Delahek' (4 def, 9 armour) =my=Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Physical power: +2 Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +17% cold Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +20% Life regen: +0.20 A suit of armour made of metal plates. |
Inventory
wild infusion of the sneak (resist 20%; cure magical) wild infusion of the sneak (resist 20%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 20% for 4 turns. Its effects scale with your Cunning 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 ability. |
wild infusion of the sneak (resist 13%; cure physical) wild infusion of the sneak (resist 13%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 13% for 4 turns. Its effects scale with your Cunning 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 ability. |
wild infusion of the titan (resist 11%; cure magical) wild infusion of the titan (resist 11%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 11% for 4 turns. Its effects scale with your Constitution 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 ability. |
phase door rune of the sneak (range 7; power 21; dur 5) phase door rune of the sneak (range 7; power 21; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the duelist (range 52) teleportation rune of the duelist (range 52)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 52 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Hettudur the copper amulet =4 con= Hettudur the copper amulet =4 con=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes stats: +3 Dex / +4 Cun / +4 Con Changes damage: +9% blight Life regen: +0.40 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
clarifying steel amulet =22 conf= clarifying steel amulet =22 conf=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +22% Amulets can have magical properties. |
cleansing copper amulet of cunning (+3) =3 cun= cleansing copper amulet of cunning (+3) =3 cun=Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +10% nature / +11% blight Poison immunity: +25% Disease immunity: +21% Amulets can have magical properties. |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +21% Knockback immunity: +22% Amulets can have magical properties. |
Cyrotha =20 conf= Cyrotha =20 conf=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Spell save: +3 Mental save: +9 Confusion immunity: +20% Spell crit. chance: +6% Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring 'Poryldalle' =nice= steel ring 'Poryldalle' =nice=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% temporal / +24% nature / +24% darkness Changes damage: +12% nature / +12% darkness Disarm immunity: +26% Pinning immunity: +20% Knockback immunity: +24% Vim when firing critical spell: +2.00 Maximum life: +23.00 Spellpower: +4 Spell crit. chance: +2% Rings can have magical properties. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
thought-forged iron dagger (9.5-12.35 power, 5 apr) =2 cun 1 wil= thought-forged iron dagger (9.5-12.35 power, 5 apr) =2 cun 1 wil=Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 9% chance to cause random insanity Damage (Melee): +5 mind When wielded/worn: Changes stats: +2 Cun / +1 Wil Sharp, short and deadly. |
thought-forged steel dagger of erosion (10-13 power, 6 apr) =2 cun 2 wil= thought-forged steel dagger of erosion (10-13 power, 6 apr) =2 cun 2 wil=Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to cause random insanity Damage (Melee): +6 nature / +6 temporal / +4 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel greatmaul (29.5-44.25 power, 2 apr)steel greatmaul (29.5-44.25 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
thought-forged steel greatmaul of projection (29.5-44.25 power, 2 apr) =3 cun 3 wil= thought-forged steel greatmaul of projection (29.5-44.25 power, 2 apr) =3 cun 3 wil=Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 14% chance to cause random insanity Damage (Melee): +19 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed mauls. |
Nerudanor (13-18.2 power, 3 apr) =1 str 2 dex= Nerudanor (13-18.2 power, 3 apr) =1 str 2 dex=Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 nature / +7 temporal When wielded/worn: Changes stats: +1 Str / +2 Dex Infravision radius: +1 Blunt and deadly. |
steel mace of the mystic (16-22.4 power, 3 apr) =2 wil 2 mag= steel mace of the mystic (16-22.4 power, 3 apr) =2 wil 2 mag=Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil / +2 Mag Spellpower: +6 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. surging ash vilestaff (15-18 power, 3 apr, acid element)surging ash vilestaff (15-18 power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% acid Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Chamedas the iron waraxe (11.5-16.1 power, 2 apr) =2 wil= Chamedas the iron waraxe (11.5-16.1 power, 2 apr) =2 wil=Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage against: +7% Unnatural When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% nature Blindness immunity: +10% Stun/Freeze immunity: +5% One-handed war axes. |
grounding rough leather belt of resilience grounding rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal Maximum life: +33.00 A belt that goes around your waist. |
hardened leather belt 'Fuledir' hardened leather belt 'Fuledir'Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -11% Changes resistances: +8% blight Maximum encumbrance: +48 Maximum stamina: +25.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
nightruned rough leather belt of carrying nightruned rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% light / +6% darkness Maximum encumbrance: +22 A belt that goes around your waist. |
Chartorrent (1 def, 0 armour) Chartorrent (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Cun / +2 Dex Changes resistances: +3% lightning / +3% fire Changes resistances penetration: +5% fire Changes damage: +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Xerith' (3 def, 6 armour) linen cloak 'Xerith' (3 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +3 Ranged Defense: +2 Changes resistances: +6% acid / +11% cold Physical save: +9 Spell save: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of battle (1 def, 0 armour) linen cloak of battle (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 Defense: +1 Fatigue: -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xubremina (0 def, 0 armour) =2 mag 1 wil= Xubremina (0 def, 0 armour) =2 mag 1 wil=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Mag / +1 Wil Changes resistances: +16% light Changes damage: +11% light / +7% all Reduces incoming crit damage: 5.00% Spell save: +17 Spellpower: +13 Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isulelaith (0 def, 1 armour) =1 con= Isulelaith (0 def, 1 armour) =1 con=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 Armour: +1 Changes stats: +2 Str / +3 Dex / +1 Con Infravision radius: +2 See invisible: +6 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's iron gauntlets (0 def, 1 armour) naturalist's iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 nature Changes resistances: +5% nature Changes damage: +4% nature Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves of dexterity (+3) (0 def, 1 armour) =3 dex= rough leather gloves of dexterity (+3) (0 def, 1 armour) =3 dex=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +3 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+3) (0 def, 1 armour) =3 mag= rough leather gloves of magic (+3) (0 def, 1 armour) =3 mag=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glitterwhisper the linen wizard hat (1 def, 0 armour) =15 crit shrug!= Glitterwhisper the linen wizard hat (1 def, 0 armour) =15 crit shrug!=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% acid / +3% light Changes damage: +11% acid Reduces incoming crit damage: 15.00% Infravision radius: +1 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) =my old= Steel Helm of Garkul (0 def, 6 armour) =my old=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 ever to live. |
grounding iron helm of dexterity (+3) (0 def, 3 armour) =3 dex= grounding iron helm of dexterity (+3) (0 def, 3 armour) =3 dex=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +5% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spellwoven linen wizard hat of corrosion (+16%) (1 def, 0 armour) =mana each turn= spellwoven linen wizard hat of corrosion (+16%) (1 def, 0 armour) =mana each turn=Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% acid Changes damage: +11% acid Mana each turn: +0.12 Spellpower: +2 Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. steel plate armour 'Byldir' (4 def, 9 armour)steel plate armour 'Byldir' (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +4 Cun / +4 Wil Changes resistances: +6% light / +6% cold Mental save: +12 Disease immunity: +5% A suit of armour made of metal plates. |
reinforced steel shield of fire resistance (+19%) (6 def, 7 armour, 16.5 dam, 61.5 block) =fire= reinforced steel shield of fire resistance (+19%) (6 def, 7 armour, 16.5 dam, 61.5 block) =fire=Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.5 - 19.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +62 When wielded/worn: Armour: +7 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes resistances: +19% fire Talent granted: +2 Block Handheld deflection devices. |
3 agate 3 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 Gems can be sold for money or used in arcane rituals. |
143 alchemist agate 143 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. |
2 aquamarine 2 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 Gems can be sold for money or used in arcane rituals. |
4 opal 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 Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) 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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb 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) 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, costing 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel torque of mindblast 'Giriara' [power 173] (9 cooldown) steel torque of mindblast 'Giriara' [power 173] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +5% arcane Teleport immunity: +15% It can be used to fire a blast of psionic energies in a beam (dam 86-173), placing all other charms into a 9 cooldown. Torques are made by powerful psionics to store psionic powers. |
Bethulramira [power 10] (6 cooldown) =4 con= Bethulramira [power 10] (6 cooldown) =4 con=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +1 Str / +4 Con It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine 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% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sehur the Dwarf Stone Warden level 10
21st Profit 122nd year of Ascendancy at 04:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sehur the Dwarf Stone Warden level 9
1st Acquisition 122nd year of Ascendancy at 06:15 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sehur the Dwarf Stone Warden level 11
32nd Profit 122nd year of Ascendancy at 06:44 see stats
Log
Sehur stops regenerating health quickly.
Glolle the brecklorn casts Invoke Darkness.
Glolle the brecklorn hits Sehur for 100 darkness damage.
Skeleton archer rearms.
Talent Block is ready to use.
Talent Infusion: Wild is ready to use.
Sehur uses Block.
Armoured skeleton warrior decays into a pile of ash!
Skeleton archer shoots!
Sehur picks up (p.): steel greatmaul (29.5-44.25 power, 2 apr).
Glolle the brecklorn uses Acidbeam.
Skeleton archer shoots!
Glolle the brecklorn hits Sehur for 83 acid damage.
Sehur resists the mind attack!
Skeleton archer's Shoot hits Sehur for 9 physical, 2 mind (11 total damage).
Skeleton archer uses Reload.
Skeleton archer is disarmed!
Aruwyn the brecklorn activates Shadow Combat.
Shadow hits Dremling for 62 physical damage.
Glolle the brecklorn casts Invoke Darkness.
Glolle the brecklorn leeches life from Sehur!
Glolle the brecklorn hits Sehur for 100 darkness damage.
Glolle the brecklorn receives 8 healing from Sehur.
Aruwyn the brecklorn uses Dual Strike.
Saving game...
