












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 22 / 97% |
| Size | big |
| Lifes / Deaths | Killed by Belana the dredgling at level 22 on the 38th Steel 123rd year of Ascendancy at 05:31 / 1 |
Primary Stats
| Strength | 45 (base 36) |
| Dexterity | 42 (base 36) |
| Constitution | 45 (base 33) |
| Magic | 8 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -6/834 |
| Mana | 266/266 |
| Stamina | 171/221 |
| Healing Factor | 0.68168604651169 |
| Regeneration | 51.746787790702 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 51 |
| Crit Chance | 16% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 3.3333333333333 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +30% |
| Physical | +5% |
| Blight | +3% |
| Arcane | +9% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Nature | +15% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 49.272455971524 (30%) |
| Defense | 31 |
| Ranged Defense | 35 |
| Fatigue | 17 |
| Physical Save | 55 |
| Spell Save | 53 |
| Mental Save | 50 |
Defense: Resistances
| Blight | + 19%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 45%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 28%( 70%) |
| Temporal | + 1%( 70%) |
| Lightning | + 21%( 70%) |
| Physical | + 19%( 70%) |
| Mind | + 24%( 70%) |
| Nature | + 55%( 70%) |
Defense: Immunities
| Teleport Resistance | 0% |
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
| Knockback Resistance | 67% |
| Stun Resistance | 78% |
| Poison Resistance | 21% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 36 with a minimum range of 15. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 371 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 176 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | The target is poisoned and sick, doing 22.54 nature damage per turn. All damage it does is reduced by 18%. Numbing Poison |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | A flow of life spins around the target, regenerating 74.16 life per turn. Regeneration |
| detrimental effect | Huge cut that bleeds, doing 15.00 physical damage per turn and decreasing all heals received by 56%. Deep Wound |
| detrimental effect | Huge cut that bleeds, doing 3.70 physical damage per turn. Bleeding |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 36 life each turn. Recovery |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by red crystal. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Constitution by +2. | 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 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 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 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 51. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed bloated horror heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Tarrelen the Murkborn (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 darkness Changes resistances: +6% nature / +12% lightning Maximum encumbrance: +24 Physical save: +7 (+3 eff.) Spell save: +30 (+9 eff.) A pair of boots made of leather. |
| Quiver | Xanubressra (16/16, 17-23.8 power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 17.0 - 23.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +3.0% Capacity: 16 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +23 physical When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
| Light source | watchleader's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +20% Confusion immunity: +10% Light radius: +5 See stealth: +5 See invisible: +6 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 25 for 8 turns. The radius will increase with your Cunning. 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 | Nerurin (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +5% arcane Changes damage: +3% blight / +9% arcane Physical save: +7 (+3 eff.) Mental save: +10 (+3 eff.) Vim when firing critical spell: +1.00 Spellpower: +2 (+1 eff.) Spell crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | scouring dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects when hit in melee: * 20% chance to reduce effective powers by 20% * 23 arcane resource burn Changes stats: +2 Con Physical save: +15 (+5 eff.) Spell save: +19 (+6 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +22% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | supercharged elm wand of clairvoyance [power 9] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 32 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
| On fingers | NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 11 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | Rhyrek the DayquenchInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +10% blight / +12% nature / +15% mind Changes damage: +3% mind Poison immunity: +21% Disease immunity: +21% Amulets can have magical properties. |
| In main hand | dwarven-steel longsword 'Offaltitan' (23.5-32.9 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 mind When wielded/worn: Armour penetration: +8 Physical crit. chance: +11.0% Changes resistances: +12% nature Changes resistances penetration: +15% nature Changes damage: +6% mind Critical mult.: +13.00% Sharp, long, and deadly. |
| Around waist | hardened leather belt 'Eilinudamina'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Dex / +5 Wil Changes resistances penetration: +10% acid Changes damage: +15% acid It can be used to create a temporary shield that absorbs 233 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 27.5-38.5 power, 60 block)Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 27.5 - 38.5 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Dureruigund the cashmere cloak (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 temporal Changes resistances: +19% cold Changes resistances penetration: +10% temporal Changes damage: +15% acid Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
movement infusion of the psychic (457% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 457% 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 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 ability. |
teleportation rune of the warrior (range 76)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 76 with a minimum range of 15. Its effects scale with your Strength 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. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Woestrike the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +9% blight / +12% darkness Changes resistances penetration: +10% darkness / +5% blight Changes damage: +6% darkness / +9% blight Life regen: +1.50 Amulets can have magical properties. |
clarifying steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% mind Confusion immunity: +24% Amulets can have magical properties. |
cleansing gold amulet of strength (+5)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances: +18% nature / +13% blight Poison immunity: +22% Disease immunity: +20% Amulets can have magical properties. |
gold amulet 'Murkfist'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +12% nature / +9% fire Changes resistances penetration: +20% darkness Spell save: +30 (+9 eff.) Amulets can have magical properties. |
restful steel amulet of teleportationPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Teleport immunity: +50% Life regen: +1.10 It can be used to teleport you randomly (rad 42), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
savior's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +11 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +10 (+3 eff.) Amulets can have magical properties. |
serendipitous gold amulet of cunning (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +5 (+3 eff.) Changes stats: +7 Lck / +4 Cun Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
stabilizing copper amulet of mastery (0.10 Technique / Battle tactics)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Talent mastery: +0.10 Technique / Battle tactics Pinning immunity: +23% Knockback immunity: +20% Amulets can have magical properties. |
stabilizing steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
steel amulet 'Poxsorrow'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 arcane Changes stats: +5 Mag Changes resistances: +3% nature Changes resistances penetration: +5% arcane Changes damage: +4% acid / +6% cold / +5% fire / +6% arcane / +5% lightning Life regen: +1.30 Mana each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
steel amulet 'Smolderwither'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +6% fire / +12% nature / +3% physical Pinning immunity: +10% Teleport immunity: +20% Amulets can have magical properties. |
warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
copper ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
psionicist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+2 eff.) Stun/Freeze immunity: +23% Life regen: +1.40 Rings can have magical properties. |
steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +7 (+2 eff.) Confusion immunity: +25% Rings can have magical properties. |
steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +26% Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
titan's copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% acid Changes damage: +10% acid Physical save: +6 (+2 eff.) Rings can have magical properties. |
wizard's steel ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes resistances: +22% light Changes damage: +11% light Spell save: +10 (+3 eff.) Rings can have magical properties. |
steel mace 'Radhymahor' (15-21 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Burst (radius 2) on crit: +5 fire When wielded/worn: Changes resistances: +6% blight / +6% nature / +15% lightning Changes resistances penetration: +8% fire Reduces incoming crit damage: 15.00% Poison immunity: +20% Global speed: +3% Blunt and deadly. |
Glintslicer the dwarven-steel waraxe (18.5-25.9 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +10 nature / +11 temporal / +12 light When wielded/worn: Damage when hit (Melee): 12 acid Changes resistances: +6% light Changes resistances penetration: +20% acid Changes damage: +9% acid One-handed war axes. |
Growhunt (13.5-18.9 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 40% chance to blind When wielded/worn: Armour penetration: +5 Physical crit. chance: +7.0% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 light Changes resistances: +3% light Critical mult.: +11.00% One-handed war axes. |
Vorobrewyn the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +12% acid / +6% cold Physical save: +8 (+3 eff.) Mental save: +6 (+2 eff.) Disease immunity: +10% Disarm immunity: +20% Knockback immunity: +10% Size category: +1 A belt that goes around your waist. |
Ivodheseth the Scorchjustice (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +3.0% Armour: +3 Fatigue: +2% Changes resistances: +6% fire Critical mult.: +3.00% Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cyrith the Cystminister (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Con Changes resistances: +6% fire Changes resistances penetration: +10% nature Changes damage: +24% nature / +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Foresttreason (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +3 Str / +3 Con Changes resistances: +20% nature Changes resistances penetration: +10% light Light radius: +1 A cap made of leather. |
Burnlore (3 def, 12 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +12 Defense: +3 (+2 eff.) Fatigue: +16% Changes stats: +9 Str / +3 Con Changes resistances: +3% fire Critical mult.: +3.00% Only die when reaching: -60.00 life Maximum life: +51.00 A suit of armour made of mail. |
Gleth the cured leather armour (2 def, 13 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +7% Damage (Melee): 5 fire Damage (Ranged): 6 fire Changes resistances: +7% acid / +10% physical / +3% darkness / +8% cold / +14% fire / +6% temporal Allows you to breathe in: water Spell save: +20 (+6 eff.) Maximum life: +26.00 A suit of armour made of leather. |
Nature's Blessing (8 def, 6 armour)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 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil 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. |
dwarven-steel plate armour 'Windvein' (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Con Changes resistances: +7% mind / +3% physical Changes resistances penetration: +10% physical Mental save: +13 (+4 eff.) Life regen: +0.60 A suit of armour made of metal plates. |
enlightening steel plate armour of the dragon (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +2 Str / +3 Wil / +3 Cun / +1 Con Changes resistances: +9% acid / +6% physical / +7% fire / +5% cold / +6% lightning Talent cooldown: Rush (-5 turns) Mental save: +12 (+4 eff.) Disarm immunity: +22% Stun/Freeze immunity: +20% Knockback immunity: +24% A suit of armour made of metal plates. |
shocking dwarven-steel shield of earthen fury (8 def, 12 armour, 31.5-37.8 power, 90 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +90 On weapon hit: * 16% chance to daze at end of turn * deal bonus physical damage equal to your armor When wielded/worn: Armour: +12 Armour Hardiness: +7% Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 6 lightning Damage when hit (Melee): 15 lightning Changes resistances: +13% physical Talent granted: +3 Block Handheld deflection devices. |
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. |
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. |
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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Summertide PhialInfused 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 (66 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp of the zealotInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+2 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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, 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 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. |
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. |
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
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Adamellite the Dwarf Bulwark level 17
7th Shortage 122nd year of Ascendancy at 13:04 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Adamellite the Dwarf Bulwark level 14
33rd Dearth 122nd year of Ascendancy at 06:43 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Adamellite the Dwarf Bulwark level 16
29th Loss 122nd year of Ascendancy at 03:47 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Adamellite the Dwarf Bulwark level 16
28th Loss 122nd year of Ascendancy at 04:41 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Adamellite the Dwarf Bulwark level 19
4th Steel 123rd year of Ascendancy at 10:53 see stats
Level 10 (Roguelike)
Got a character to level 10.By Adamellite the Dwarf Bulwark level 10
22nd Profit 122nd year of Ascendancy at 06:22 see stats
Level 20 (Roguelike)
Got a character to level 20.By Adamellite the Dwarf Bulwark level 20
10th Steel 123rd year of Ascendancy at 05:17 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Adamellite the Dwarf Bulwark level 14
11st Wealth 122nd year of Ascendancy at 01:51 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Adamellite the Dwarf Bulwark level 4
19th Voratun 122nd year of Ascendancy at 19:57 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Adamellite the Dwarf Bulwark level 9
16th Profit 122nd year of Ascendancy at 06:58 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Adamellite the Dwarf Bulwark level 19
27th Iron 123rd year of Ascendancy at 06:43 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Adamellite the Dwarf Bulwark level 10
26th Profit 122nd year of Ascendancy at 01:39 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Adamellite the Dwarf Bulwark level 19
26th Iron 123rd year of Ascendancy at 03:06 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Adamellite the Dwarf Bulwark level 18
11st Shortage 122nd year of Ascendancy at 18:01 see stats
Log
Adamellite receives 45 healing.
Bleeding from Belana the dredgling hits Adamellite for 2 physical damage.
Numbing Poison from Belana the dredgling hits Adamellite for 10 nature damage.
Venomous Ammunition hits Adamellite for 10 nature damage.
Something hits Adamellite for 113 physical, 13 lightning, 1 physical (127 total damage).
Adamellite's Rune: Shielding has been disrupted by anti-magic forces!
Talent Assault is ready to use.
Adamellite receives 45 healing.
Bleeding from Belana the dredgling hits Adamellite for 3 physical damage.
Numbing Poison from Belana the dredgling hits Adamellite for 10 nature damage.
Adamellite uses Infusion: Regeneration.
Adamellite starts regenerating health quickly.
Adamellite receives 45 healing.
Bleeding from Belana the dredgling hits Adamellite for 3 physical damage.
Numbing Poison from Belana the dredgling hits Adamellite for 10 nature damage.
Something hits Adamellite for 67 physical, 13 lightning, 1 physical (81 total damage).
Venomous Ammunition hits Adamellite for 10 nature damage.
Adamellite uses Shattering Shout.
Adamellite hits Something for 84 physical damage.
Adamellite rearms.
Adamellite recovers sight.
Adamellite receives 45 healing.
Bleeding from Belana the dredgling hits Adamellite for 2 physical damage.
Numbing Poison from Belana the dredgling hits Adamellite for 10 nature damage.
Belana the dredgling's Steady Shot performs a ranged critical strike against Adamellite!
Adamellite is cut deeply.
Saving game...






















































































