Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.1 |
| Addons | Possessor Bonus Class 1.5.0Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Bulwark |
| Level / Exp | 22 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 22 on the 3rd Regrowth 123rd year of Ascendancy at 05:54 / 1 |
Primary Stats
| Strength | 68 (base 42) |
| Dexterity | 35 (base 39) |
| Constitution | 55 (base 15) |
| Magic | 16 (base 10) |
| Willpower | 23 (base 19) |
| Cunning | 13 (base 10) |
Resources
| Life | -50/981 |
| Mana | 311/311 |
| Stamina | 33/176 |
| Positive | 111/113 |
| Healing Factor | 1.58 |
| Regeneration | 11.324724222847 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 4 |
| See Stealth | 8 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 40 |
| Crit Chance | 15% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 52.641404858955 (84.761904761905%) |
| Defense | 36 |
| Ranged Defense | 41 |
| Fatigue | 6 |
| Physical Save | 31 |
| Spell Save | 28 |
| Mental Save | 28 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 90% |
| Blind Resistance | 20% |
| Silence Resistance | 30% |
| Bleed Resistance | 100% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 51% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 5 Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 78.33 to 235.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 178 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 229 damage for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 0/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| talent | Onslaught |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 8 and doing 26.27 blight damage per turn. Decrepitude Disease |
| beneficial effect | The target is recovering 35 life each turn. Recovery |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| beneficial effect | The target has 25% chance to evade melee and ranged attacks and gains 13 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Belima the skeleton mage. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 8 of Dreadfell. Escort: lost anorithil (level 8 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by red crystal. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by devourer. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by cave troll. Escort: lost warrior (level 7 of Dreadfell) | failed |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You 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: 55. | 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. | active |
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 the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed pouch of bone giant dust. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed chunk of ghoul flesh. | active |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 |
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 | pair of dwarven-steel boots 'Ivyrimira' (0 def, 4 armour) pair of dwarven-steel boots 'Ivyrimira' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 12 blight Changes resistances: +6% mind / +9% blight Changes resistances penetration: +20% blight / +15% mind Changes damage: +9% mind Life regen: +2.10 Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+5 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 195 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | Yvoldamina (0 def, 3 armour) Yvoldamina (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun Changes resistances: +13% nature Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Spell save: +11 (+5 eff.) Poison immunity: +10% Only die when reaching: -20.00 life Maximum life: +54.00 Healing mod.: +13% A cap made of leather. |
| On hands | heroic hardened leather gloves of war-making (0 def, 6 armour) heroic hardened leather gloves of war-making (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Armour: +6 Critical mult.: +7.00% Mental save: +7 (+3 eff.) Maximum life: +51.00 Spell crit. chance: +8% Mental crit. chance: +8% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Gilydunagrim [power 12] (24/6 cooldown) Gilydunagrim [power 12] (24/6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Talent cooldown: Strike (-1 turn) Talent granted: +2 Strike Critical mult.: +10.00% Mental save: +3 (+1 eff.) Maximum psi: +30.00 It can be used to reveal the area around you, dispelling darkness (radius 12, power 43 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 6 positive energy. 100% chance to regenerate 10 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Vargh Redemption =water?= Vargh Redemption =water?=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 13.63 cold and 10.49 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 1/60. This azure ring seems to be always moist to the touch. |
| On fingers | gladiator's gold ring of sensing gladiator's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +6 Str / +5 Con Blindness immunity: +20% Infravision radius: +4 See stealth: +8 See invisible: +10 Rings can have magical properties. |
| Around neck | Zubaldaba the gold amulet Zubaldaba the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -30% Changes resistances: +6% temporal Changes resistances penetration: +5% temporal Life regen: +1.40 Light radius: +2 Amulets can have magical properties. |
| In main hand | plaguebringer's stralite waraxe (31-43.4 power, 5 apr) plaguebringer's stralite waraxe (31-43.4 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 5% chance to disease Damage (Melee): +9 blight When wielded/worn: Disease immunity: +11% One-handed war axes. |
| Around waist | nightruned hardened leather belt of shielding nightruned hardened leather belt of shieldingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Changes resistances: +5% light / +5% darkness It can be used to create a temporary shield that absorbs 194 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In off hand | corrosive stralite shield of radiance (10 def, 2 armour, 53.5-64.2 power, 133 block) corrosive stralite shield of radiance (10 def, 2 armour, 53.5-64.2 power, 133 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.5 - 64.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +133 Damage (Melee): +17 acid / +14 light When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 26% chance to blind * 10% chance to corrode armour by 30% Changes stats: +7 Con / +2 Mag Changes resistances: +10% acid / +11% light Talent granted: +4 Block Handheld deflection devices. |
| Cloak | Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 50 power out of 2/50) : Effective talent level: 2.0 Power cost: 50 out of 2/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
| Main armor | radiant stralite mail armour of command (11 def, 11 armour) radiant stralite mail armour of command (11 def, 11 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +11 (+5 eff.) Fatigue: +16% Damage when hit (Melee): 7 light Changes stats: +2 Cun / +2 Wil Changes resistances: +18% blight / +14% darkness Mental save: +14 (+7 eff.) Light radius: +1 A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. heat beam rune (121 fire damage)heat beam rune (121 fire damage) 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: 4 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 121.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
This item will automatically be transmogrified when you leave the level. manasurge rune (600% regen over 10 turns; 30 instant mana)manasurge rune (600% regen over 10 turns; 30 instant mana) 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: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the duelist (range 97)teleportation rune of the duelist (range 97) 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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 97 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. |
copper amulet 'Dayquarry' copper amulet 'Dayquarry'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +3 Str / +2 Wil / +2 Cun Changes resistances: +11% temporal Grants telepathy: Demon/Minor Demon/Major Pinning immunity: +23% Knockback immunity: +20% Amulets can have magical properties. |
savior's gold amulet savior's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +11 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +10 (+5 eff.) Amulets can have magical properties. |
Chafast the Vilepain Chafast the VilepainInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Dex / +1 Con Changes resistances: +26% acid / +1% physical Changes resistances penetration: +5% nature Changes damage: +13% acid Critical mult.: +6.00% Physical save: +6 (+3 eff.) Rings can have magical properties. |
Cuthifast CuthifastInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +1 Cun Changes resistances: +24% nature Changes damage: +12% nature Grants telepathy: Dragon Critical mult.: +15.00% Maximum psi: +50.00 Rings can have magical properties. |
gladiator's gold ring of blinding strikes gladiator's gold ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Effects on melee hit: * 11% chance to blind Damage (Melee): 26 light Effects on ranged hit: * 21% chance to blind Damage (Ranged): 26 light Changes stats: +6 Str / +5 Con Rings can have magical properties. |
gladiator's steel ring of tenacity gladiator's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +4 Con Disarm immunity: +29% Pinning immunity: +26% Knockback immunity: +25% Maximum life: +23.00 Rings can have magical properties. |
gold ring of blinding strikes gold ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to blind Damage (Melee): 38 light Effects on ranged hit: * 18% chance to blind Damage (Ranged): 20 light Rings can have magical properties. |
gold ring of frost (+24%) gold ring of frost (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% cold Changes damage: +12% cold Rings can have magical properties. |
painweaver's gold ring of sensing painweaver's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Changes damage: +4% all Blindness immunity: +20% Spellpower: +7 (+3 eff.) Mindpower: +10 (+5 eff.) Infravision radius: +4 See stealth: +8 See invisible: +8 Rings can have magical properties. |
psionicist's steel ring of lightning (+22%) psionicist's steel ring of lightning (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +6 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel battleaxe (33-49.5 power, 2 apr)balanced dwarven-steel battleaxe (33-49.5 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +10 (+5 eff.) Disarm immunity: +29% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe of purging (33.5-50.25 power, 2 apr)dwarven-steel battleaxe of purging (33.5-50.25 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +14 nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel dagger of vileness (16.5-21.45 power, 7 apr)plaguebringer's dwarven-steel dagger of vileness (16.5-21.45 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 20% chance to disease Damage (Melee): +16 blight When wielded/worn: Disease immunity: +9% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul (40-60 power, 2 apr)dwarven-steel greatmaul (40-60 power, 2 apr) Requires: - Strength 24 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel greatsword (36-57.6 power, 2 apr)arcing dwarven-steel greatsword (36-57.6 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +12 lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Fulodor the dwarven-steel longsword (22.5-31.5 power, 4 apr)Fulodor the dwarven-steel longsword (22.5-31.5 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 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% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning When wielded/worn: Fatigue: -6% Changes stats: +6 Str / +4 Dex / +3 Wil See invisible: +9 Sharp, long, and deadly. |
steel longsword 'Dazzletreason' (18-25.2 power, 3 apr) steel longsword 'Dazzletreason' (18-25.2 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +14 insidious poison / +16 light When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +6% mind Sharp, long, and deadly. |
plaguebringer's dwarven-steel mace (28-39.2 power, 4 apr) plaguebringer's dwarven-steel mace (28-39.2 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 5% chance to disease Damage (Melee): +5 blight When wielded/worn: Disease immunity: +19% Blunt and deadly. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+7 eff.) Spellpower: +20 (+10 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
This item will automatically be transmogrified when you leave the level. magewarrior's short yew vilestaff of might (20-24 power, 4 apr, fire element)magewarrior's short yew vilestaff of might (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +7.0% Physical power: +8 (+3 eff.) Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +8.00% Spellpower: +16 (+8 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew starstaff of wizardry (20-24 power, 4 apr, darkness element)yew starstaff of wizardry (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil / +2 Mag Changes damage: +20% darkness Talent granted: +1 Command Staff Maximum mana: +10.00 Spellpower: +14 (+7 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel waraxe (18.5-25.9 power, 4 apr)insidious 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% Damage (Melee): +13 insidious poison One-handed war axes. |
This item will automatically be transmogrified when you leave the level. steel waraxe (12.5-17.5 power, 3 apr)steel waraxe (12.5-17.5 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 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% One-handed war axes. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
spellcowled cashmere cloak of protection (2 def, 0 armour) spellcowled cashmere cloak of protection (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Wil / +3 Mag Spell save: +15 (+7 eff.) Mental save: +8 (+4 eff.) Maximum mana: +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe (2 def, 0 armour)mindwoven cashmere robe (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Mental save: +15 (+7 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Duathelroar' (0 def, 4 armour) pair of dwarven-steel boots 'Duathelroar' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 20 darkness Changes resistances: +20% darkness Changes damage: +15% darkness Spellpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of rough leather boots (0 def, 1 armour) =M save= wanderer's pair of rough leather boots (0 def, 1 armour) =M save=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Con Physical save: +11 (+6 eff.) Mental save: +11 (+5 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Gloves of the Firm Hand (0 def, 8 armour)Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy 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 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 23.48 to 70.43 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. |
Yvusebeth (0 def, 2 armour) Yvusebeth (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +5 Physical power: +7 (+2 eff.) Armour: +2 Damage (Melee): 7 mind Changes stats: +4 Str / +5 Dex / +2 Wil / +4 Cun Changes resistances: +7% mind Changes damage: +3% mind Spellpower: +6 (+3 eff.) Spell crit. chance: +4% It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.3 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 165% damage with a 27% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves (0 def, 2 armour)hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
aegis linen wizard hat of the Brotherhood (1 def, 0 armour) aegis linen wizard hat of the Brotherhood (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Con / +1 Mag Changes damage: +7% arcane Life regen: +1.80 Damage Shield Power: +6% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Nukaltholeg the dwarven-steel mail armour (3 def, 8 armour)Nukaltholeg the dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +10% Changes stats: +4 Mag / +5 Wil / +3 Cun / +3 Con Changes resistances: +7% physical Physical save: +11 (+6 eff.) Light radius: +3 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour (3 def, 8 armour)dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour of implacability (2 def, 11 armour)steel mail armour of implacability (2 def, 11 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +9% Physical save: +8 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant dwarven-steel plate armour (5 def, 11 armour)radiant dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +10% blight / +14% darkness Light radius: +1 A suit of armour made of metal plates. |
spiked dwarven-steel plate armour of the dragon (5 def, 11 armour) spiked dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% Damage when hit (Melee): 14 physical Changes stats: +2 Str / +2 Con Changes resistances: +7% acid / +8% physical / +8% fire / +5% cold / +8% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +23% Knockback immunity: +25% A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
crackling dwarven-steel shield of radiance (8 def, 2 armour, 27-32.4 power, 74 block) crackling dwarven-steel shield of radiance (8 def, 2 armour, 27-32.4 power, 74 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +74 Damage (Melee): +10 light / +12 lightning When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 10% chance to daze at end of turn * 10% chance to blind Changes stats: +2 Dex / +2 Mag / +3 Con Changes resistances: +11% light / +10% lightning Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield (8 def, 2 armour, 28.5-34.2 power, 82.5 block)dwarven-steel shield (8 def, 2 armour, 28.5-34.2 power, 82.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +82 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Talent granted: +3 Block Handheld deflection devices. |
dwarven-steel shield 'Nimbusgash' (8 def, 10 armour, 30.5-36.6 power, 118 block) dwarven-steel shield 'Nimbusgash' (8 def, 10 armour, 30.5-36.6 power, 118 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +118 On weapon hit: * 40% chance to daze at end of turn When wielded/worn: Armour: +10 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects on melee hit: * 30% chance to daze at end of turn * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes resistances penetration: +15% acid Talent granted: +3 Block Handheld deflection devices. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
46 alchemist agate 46 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald 3 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. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
preserving alchemist's lamp of health preserving alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +7% blight Life regen: +1.40 Maximum life: +42.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Maximum life: +45.00 Light radius: +2 Healing mod.: +11% 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. |
4 garnet 4 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) 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 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. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots (18/18, 32-38.4 power, 3 apr)pouch of dwarven-steel shots (18/18, 32-38.4 power, 3 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 Shots are used with slings to pummel your foes to death. |
telekinetic steel torque of kinetic psionic shield [power 43] (24/20 cooldown) telekinetic steel torque of kinetic psionic shield [power 43] (24/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent granted: +2 Telekinetic Blast It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered yew wand of conjuration [power 367] (24/13 cooldown) overpowered yew wand of conjuration [power 367] (24/13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 184 to 367, putting all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded yew wand of clairvoyance [power 11] (24/6 cooldown) warded yew wand of clairvoyance [power 11] (24/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +1 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 11, power 42 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star =ye= Burning Star =ye=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz 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. |
citrine 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By HAM the Ghoul Bulwark level 9
10th Flare 122nd year of Ascendancy at 19:47 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By HAM the Ghoul Bulwark level 17
65th Haze 122nd year of Ascendancy at 05:05 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By HAM the Ghoul Bulwark level 18
80th Haze 122nd year of Ascendancy at 09:12 see stats
Level 10 (Roguelike)
Got a character to level 10.By HAM the Ghoul Bulwark level 10
19th Dusk 122nd year of Ascendancy at 23:39 see stats
Level 20 (Roguelike)
Got a character to level 20.By HAM the Ghoul Bulwark level 20
6th Allure 123rd year of Ascendancy at 04:30 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By HAM the Ghoul Bulwark level 11
29th Dusk 122nd year of Ascendancy at 19:33 see stats
The secret city (Roguelike)
Discovered the truth about mages.By HAM the Ghoul Bulwark level 8
3rd Summertide 122nd year of Ascendancy at 00:22 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By HAM the Ghoul Bulwark level 19
5th Allure 123rd year of Ascendancy at 09:32 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By HAM the Ghoul Bulwark level 21
2nd Regrowth 123rd year of Ascendancy at 19:20 see stats
Log
HAM resists the stunning blow!
HAM hits Skeleton warrior for 7 light, 10 blight (17 total damage).
Skeleton warrior hits HAM for 279 physical damage.
HAM evades Ghast.
Burning from Skeleton magus hits HAM for 38 fire damage.
Decrepitude Disease from Ghast hits HAM for 19 blight damage.
HAM receives 56 healing.
HAM brandishes Vargh Redemption, calling forth the might of the oceans!
HAM stops burning.
Ghast is knocked back!
Armoured skeleton warrior resists the wave!
Skeleton warrior resists the wave!
Ghoul is knocked back!
HAM's tidal wave hits Armoured skeleton warrior for 14 cold, 10 physical (24 total damage).
HAM's tidal wave hits Ghoul for 14 cold, 9 physical (23 total damage).
HAM's tidal wave hits Ghast for 14 cold, 10 physical (24 total damage).
HAM's tidal wave hits Skeleton warrior for 14 cold, 10 physical (24 total damage).
Armoured skeleton warrior receives 53 healing from HAM's purging blight area effect.
Ghoul receives 66 healing from HAM's purging blight area effect.
Skeleton warrior receives 53 healing from HAM's purging blight area effect.
Ghast receives 66 healing from HAM's purging blight area effect.
Skeleton magus receives 52 healing from HAM's purging blight area effect.
Master vampire receives 53 healing from HAM's purging blight area effect.
HAM receives 82 healing from HAM's purging blight area effect.
HAM evades Ghoul.
Skeleton warrior performs a melee critical strike against HAM!
Skeleton warrior resists the blinding light!
Armoured skeleton warrior uses Overpower.
Saving game...
