












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Sidekick Level Catch-up 1.6.0Modifies various player sidekicks (Alchemists' golem, Writhing Ones' worm that walks from the Forbidden Cults DLC, Annihilators' mecharachnid from the Embers of Rage DLC) to synchronize their level with the player's level every time they are re-added to map, in case the player gained a level while the sidekick dead. (Disclaimer: The failure of sidekicks to do this in the base game is believed to be a bug; if said bug is fixed in a future version, this addon will be officially deprecated.) Possessor Bonus Class 1.7.0Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 23 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 9 on the 19th Profit 122nd year of Ascendancy at 18:01 0 / 6Killed by armoured skeleton warrior at level 9 on the 19th Profit 122nd year of Ascendancy at 18:42 Killed by Deda the human at level 12 on the 17th Wealth 122nd year of Ascendancy at 15:27 Killed by worm that walks at level 16 on the 24th Dearth 122nd year of Ascendancy at 19:15 Killed by worm that walks at level 16 on the 26th Dearth 122nd year of Ascendancy at 04:17 Killed by bloated horror at level 23 on the 6th Shortage 122nd year of Ascendancy at 00:39 |
Primary Stats
| Strength | 61 (base 50) |
| Dexterity | 26 (base 16) |
| Constitution | 60 (base 42) |
| Magic | 8 (base 10) |
| Willpower | 38 (base 10) |
| Cunning | 28 (base 10) |
Resources
| Life | -123/992 |
| Mana | 372/372 |
| Stamina | 198/276 |
| Healing Factor | 1.5800507772247 |
| Regeneration | 12.115113559602 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 93 |
| Accuracy | 51 |
| Crit Chance | 18% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Temporal | +3% |
| Physical | +39% |
| Fire | +18% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Physical | +10% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 58.483785018144 (87.341010863394%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 40 |
| Physical Save | 46 |
| Spell Save | 48 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 34%( 70%) |
| Physical | + 39%( 70%) |
| Cold | + 51%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 25%( 70%) |
| Temporal | + 20%( 70%) |
| Fire | + 55%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| 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 309 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by skeleton magus. Escort: lost defiler (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by snow giant thunderer. Escort: lost warrior (level 7 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Betovena the fox. Escort: lost warrior (level 8 of Dreadfell) | failed |
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 Wrathroot. * 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. | 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. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of the savior without your aid. 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 giant spider spinneret. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed length of troll intestine. * You've found the needed bloated horror heart. | 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 |
Equipment
| On feet | Hanuchik (0 def, 7 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +5 (+1 eff.) Damage +18% physical Ignore resists +10% acid +10% physical On-Hit (Melee): * 20% chance to reduce armor by 9% defense ------ Armor +7 other ------- Max stamina +30.00 Max vim +40.00 A pair of boots made of leather. |
| Light source | brass lantern of the zealot2.0 Encumbrance T1 lite [Ego+] Disrupt While equipped: defense ------ Resistance +3% all Spell save +5 (+2 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 48.23 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
| On fingers | savage's steel ring of the mountain (+11%)0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +1 Con offense ------ Damage +11% physical defense ------ Resistance +11% physical Spell save +10 (+4 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
| On fingers | steel ring 'Ravenoozer'0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Armor +4 Resistance +26% fire Spell save +15 (+5 eff.) Healmod +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 197 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Crooked Club (25-35 power, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Daybringer (0 def, 6 armour, 28-34 power, 129 block)7.0 Encumbrance T3 shield armor [Rare] Nature When used to Attack: Weapon Damage 28.0 - 33.6 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +129 On-hit +15 cold While equipped: Stats +3 Dex +2 Wil offense ------ Accuracy +10 (+3 eff.) On shield block: * Deals 110 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +6 Fatigue +8% Resistance +6% acid +11% cold Physical save +3 (+1 eff.) other ------- Light +3 Talents +1 Block Handheld deflection devices. |
| Cloak | Galeshine the elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +6 Dex +3 Cun +4 Con offense ------ Damage +12% lightning +3% temporal Ignore resists +10% temporal defense ------ Defense +3 (+1 eff.) Resistance +7% acid +3% temporal +9% cold +9% fire +9% lightning Spell save +9 (+3 eff.) other ------- Stamina/turn +0.90 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borfast's Cage (10 def, 20 armour)17.0 Encumbrance T3 massive armor [Unique] Master While equipped: Stats +5 Con defense ------ Armor +20 Defense +10 (+5 eff.) Fatigue +24% Resistance -15% acid +15% physical Crit Avoidance 20% Physical save +15 (+5 eff.) Life +50.00 Life Regen +2.00 Knockbk Resist +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
wild infusion of the warrior (res 30%; mental; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; nature, physical, arcane, cold)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 nature, 2 physical, 5 arcane, 4 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 244; dur 5; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 244 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
hateful dwarven-steel battleaxe (32-47 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Psionic Weapon Damage 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +7 darkness Damage Against +14% Living Massive two-handed battleaxes. |
shimmering ash vilestaff (15-18 power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% blight other ------- Mana/turn +0.17 Max mana +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of might (20-24 power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +9 (+4 eff.) Damage +20% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
thick cashmere cloak of the Shaloren (2 def, 7 armour)2.0 Encumbrance T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +1 Wil defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +4 Fatigue +3% 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 dwarven-steel boots of evasion (3 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +3 Cun +2 Con defense ------ Armor +4 Defense +3 (+1 eff.) Fatigue +3% Physical save +13 (+4 eff.) Mind save +13 (+7 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Moldgore (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +12% nature Ignore resists +15% darkness +25% nature On-Hit (Melee): * 20% chance to reduce armor by 9% defense ------ Armor +3 Fatigue +3% Resistance +12% acid +8% fire +8% cold A cap made of leather. |
cleansing dwarven-steel helm of knowledge (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Disrupt/Psionic While equipped: Stats +2 Cun +4 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +4 Fatigue +4% Resistance +6% nature +10% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of knowledge (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fearwoven cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +7 (+3 eff.) Damage +7% darkness +11% physical defense ------ Defense +2 (+1 eff.) Resistance +9% darkness +11% physical other ------- Max hate +5.00 A pointy cloth hat, very wizardly... |
grounding cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Defense +2 (+1 eff.) Resistance +7% lightning +7% temporal A pointy cloth hat, very wizardly... |
Nature's Blessing (8 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+4 eff.) Ranged Defense +4 (+2 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +18 (+6 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic 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. |
enlightening hardened leather armour of the deep (9 def, 9 armour)9.0 Encumbrance T3 light armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +9 Defense +9 (+4 eff.) Fatigue +8% Resistance +8% acid +7% cold Mind save +13 (+7 eff.) other ------- Breathe water A suit of armour made of leather. |
troll-hide hardened leather armour of cold resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +18% cold Life +31.00 Life Regen +3.40 Healmod +12% A suit of armour made of leather. |
dwarven-steel plate armour of cold resistance (0 def, 11 armour)17.0 Encumbrance T3 massive armor [Ego] Master While equipped: defense ------ Armor +11 Fatigue +22% Resistance +19% cold A suit of armour made of metal plates. |
steel shield (0 def, 4 armour, 11-13 power, 44 block)7.0 Encumbrance T2 shield armor [Normal] When used to Attack: Weapon Damage 11.0 - 13.2 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +44 While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
quiver of yew arrows (18/18, 30-41 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Normal] Weapon Damage 29.5 - 41.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 18 Arrows are used with bows to pierce your foes to death. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
52 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Rimeguile' (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +9% blight Ignore resists +10% cold When Hit 4 cold defense ------ Resistance +18% blight +7% fire +7% darkness While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp1.0 Encumbrance T3 lite [Normal] While equipped: other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
yew wand of shielding [power 230] (20 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Gronk the Dwarf Bulwark level 16
24th Dearth 122nd year of Ascendancy at 09:43 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Gronk the Dwarf Bulwark level 8
27th Voratun 122nd year of Ascendancy at 10:47 see stats
Exterminator
Killed 1000 creatures.By Gronk the Dwarf Bulwark level 18
42nd Dearth 122nd year of Ascendancy at 11:01 see stats
Fear me not!
Survived the Fearscape!By Gronk the Dwarf Bulwark level 20
30th Loss 122nd year of Ascendancy at 02:46 see stats
Level 10
Got a character to level 10.By Gronk the Dwarf Bulwark level 10
26th Profit 122nd year of Ascendancy at 02:53 see stats
Level 20
Got a character to level 20.By Gronk the Dwarf Bulwark level 20
29th Loss 122nd year of Ascendancy at 09:31 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Gronk the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 05:11 see stats
The Arena
Unlocked Arena mode.By Gronk the Dwarf Bulwark level 10
27th Profit 122nd year of Ascendancy at 00:51 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Gronk the Dwarf Bulwark level 14
6th Dearth 122nd year of Ascendancy at 14:14 see stats
The secret city
Discovered the truth about mages.By Gronk the Dwarf Bulwark level 15
15th Dearth 122nd year of Ascendancy at 23:08 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Gronk the Dwarf Bulwark level 14
5th Dearth 122nd year of Ascendancy at 21:05 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Gronk the Dwarf Bulwark level 19
43rd Dearth 122nd year of Ascendancy at 06:42 see stats
Log
Carrion worm mass is dazed!
Worm that walks's armor corrodes!
Worm that walks resists the knockback!
Gronk hits Carrion worm mass for 70 physical, 29 cold (99 total damage).
Gronk hits Worm that walks for 61 physical, 20 cold (80 total damage).
Worm that walks casts Epidemic.
Gronk is recovering from the damage!
Onilug casts Drain.
Onilug casts Channel Staff.
Gronk is cursed.
Worm that walks uses Blindside.
The Cog spins up and deflects the blow from Gronk!
Gronk HEALS from nature damage!
Lava floor hits Worm that walks for 25 fire damage.
Lava floor hits Onilug for 32 fire damage.
Lava floor hits Onilug for 26 fire damage.
Ruin hits Worm that walks for 10 healing, 11 healing (0 total damage) [21 healing].
Ruin hits Worm that walks for 9 healing, 9 healing (0 total damage) [18 healing].
Worm that walks hits Gronk for 12 physical, 3 mind, 5 nature, 24 blight, 8 physical, 0 light, 25 blight (77 total damage).
Onilug hits Gronk for 181 blight damage.
Lava floor hits Worm that walks for 28 fire damage.
Worm that walks hits Gronk for 5 blight, 20 blight, 3 blight, 8 blight, 21 blight, 85 lightning (143 total damage).
Bloated horror uses Mind Sear.
A carrion worm mass has spawned from worm that walks' wounds!
Lava floor hits Bloated horror for (15 absorbed), 0 fire (0 total damage).
Bloated horror hits Gronk for 235 mind damage.
Bloated horror hits Worm that walks for 161 mind damage.
Gronk the level 23 dwarf bulwark was psyched to death by a bloated horror on level 8 of Dreadfell.
A carrion worm mass bursts out of Gronk!
Gronk is free from the worm rot.



















































































