











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ghoul |
| Class | Bulwark |
| Level / Exp | 20 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Irerrha the human at level 20 on the 53rd Haze 122nd year of Ascendancy at 09:12 / 1 |
Primary Stats
| Strength | 58 (base 42) |
| Dexterity | 30 (base 12) |
| Constitution | 69 (base 48) |
| Magic | 12 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | -224/1049 |
| Mana | 104/164 |
| Stamina | 94/162 |
| Healing Factor | 2.0902928870293 |
| Regeneration | 27.479308983087 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 48 |
| Crit Chance | 10% |
| APR | 18 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Darkness | +15% |
| Light | +17% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Physical | +8% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 42.943463922411 (73.452380952381%) |
| Defense | 34 |
| Ranged Defense | 43 |
| Fatigue | 18 |
| Physical Save | 50 |
| Spell Save | 57 |
| Mental Save | 38 |
Defense: Resistances
| Acid | 0%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Darkness | + 20%( 70%) |
| Light | + 30%( 70%) |
| Temporal | 0%( 70%) |
| Lightning | 0%( 70%) |
| Fire | 0%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 94% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 22% |
| Poison Resistance | 80% |
| Knockback Resistance | 64% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 43.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 20 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 27 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 374 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 50 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Premonition |
| talent | Shield Wall |
| talent | Chant of Fortitude |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 53.37 fire damage, and talent cooldowns are increased by 51% plus 1 turn. Burning Hex |
| beneficial effect | Reduces blight damage received by 12%. Premonition Shield |
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 failed to protect the injured seer from death by giant venus flytrap. Escort: injured seer (level 2 of Norgos Lair) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by red ooze. Escort: lone alchemist (level 2 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 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. | 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 |
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 within2 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | stealthy pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +5 Dex +2 Mag +3 Wil +7 Lck ----- def ----- Armour +3 Fatigue +3% Stealth +6 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Quiver | pouch of steel shots of accuracy (18/18, 20-24 power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +7 Apr +2 Crit +4.5% Capacity 18 Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Islynn the rough leather gloves (6 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +8 (+3 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +1 Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Phys.save +11 (+3 eff.) Mind.save +5 (+2 eff.) Die.at -60.00 life Heal.mod +20% Disarm- +22% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Islona [power 165] (9/6 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +6 Resists +6% nature +1% physical Spell.save +20 (+6 eff.) Mind.save +9 (+3 eff.) Disease- +10% Knockbk- +20% ---------- misc Talents +2 Strike Cooldown Strike -1 Creates a wall of flames lasting 4 turns (dealing 165 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| On fingers | Pusbringer the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% darkness Res.pen +10% nature On Hit (Melee): * Slows global speed by 30% * 15% chance to corrode armour by 30% ----- def ----- Resists +20% darkness +3% nature Rings can have magical properties. |
| Around neck | steel amulet 'Ximiwen'0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +6 Cun +3 Con dps ---------- Crit.mult +5.00% Mov.spd +10% Melee+ 5 light 7 darkness Dmg.mod +7% light +5% darkness On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 7% chance to inflict 15% damage reduction * 7% chance to blind ----- def ----- Fatigue -10% HP.reg +2.50 ---------- misc Stam/turn +0.50 Psi/ret +0.04 Amulets can have magical properties. This item has been sent to the Item's Vault. |
| In main hand | Vorodawen the voratun longsword (43.5-60.9 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 43.5 - 60.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 111% Melee+ +15 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +4 Dex dps ---------- Res.pen +10% blight +8% physical Acc +20 (+6 eff.) Apr +9 ----- def ----- Armour +2 Defense +9 (+4 eff.) Rng.Def +9 (+3 eff.) Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Windrip (12 def, 2 armour, 15-18 power, 44 block)7.0 T2 shield armor [Random Unique] Nature/Master When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +44 On Hit: * Slows global speed by 20% * 15% chance to daze at end of turn While equipped: Stats +1 Dex +2 Wil dps ---------- Melee+ 6 lightning Melee Ret 12 lightning ----- def ----- Armour +2 Defense +12 (+6 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Proj.evade +7% Max.HP +50.00 ---------- misc See.Invis +12 Talents +2 Block Handheld deflection devices. |
| Cloak | murderer's linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+0 eff.) Phys.save +5 (+1 eff.) Mind.save +5 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Mind.save +11 (+4 eff.) Max.HP +43.00 HP.reg +1.50 Heal.mod +12% A suit of armour made of mail. |
Inventory
shielding rune of the titan (absorb 388 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 388 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying gold amulet of mastery (0.21 Technique / Combat training)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +13% mind Confus- +20% ---------- misc Masteries +0.21 Technique/Combat training Amulets can have magical properties. |
insulating gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +13% cold +17% fire Amulets can have magical properties. |
restful copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Fatigue -5% HP.reg +1.20 Amulets can have magical properties. |
restful steel amulet of willpower (+2)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Wil ----- def ----- Fatigue -4% HP.reg +1.60 Amulets can have magical properties. |
steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets can have magical properties. |
Mayebrewe the Kindleslicer0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +6% acid Melee Ret 20 acid ----- def ----- Resists +24% nature +6% light ---------- misc Light +3 Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd 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 13 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. |
copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +23% Pinning- +20% Knockbk- +22% Rings can have magical properties. |
copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Rings can have magical properties. |
gold ring of the mind (+12%)0.1 T3 ring jewelry [Ego] Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind Rings can have magical properties. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings can have magical properties. |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
savior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings can have magical properties. |
wizard's steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Spell.save +6 (+2 eff.) Rings can have magical properties. |
quick stralite greatsword of ruin (48-76.8 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Master Power 48.0 - 76.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 111% While equipped: Stats +3 Dex dps ---------- Phys.crit +10.0% Crit.mult +19.00% Acc +12 (+4 eff.) Apr +7 Massive two-handed swords. |
truestriking dwarven-steel greatsword of dampening (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Disrupt/Master Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +12 (+4 eff.) Apr +12 ----- def ----- Resists +13% acid +14% fire +19% cold +13% lightning Spell.save +10 (+3 eff.) Massive two-handed swords. |
blazebringer's steel longsword of massacre (20.5-28.7 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Nature/Master Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 fire While equipped: dps ---------- All.spd +2% Res.pen +6% fire Sharp, long, and deadly. |
iron longsword (10-14 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
elemental dwarven-steel mace of erosion (26-36.4 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane/Nature Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 nature +7 temporal On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +7% acid +9% fire +9% cold +10% lightning Blunt and deadly. |
Tarreharaleg the cured leather sling4.0 T2 sling 1H weapon [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: Stats +4 Mag +3 Wil +5 Cun dps ---------- Res.pen +11% physical ----- def ----- Resists +6% acid ---------- misc Light +3 Infravis +3 Slings are used to hurl stones or metal shots at your foes. |
Pyreoblivion (28-39.2 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% acid +6% cold +6% darkness +6% temporal One-handed war axes. |
insidious iron waraxe (12.5-17.5 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 insidious poison One-handed war axes. |
Anodar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Wil +1 Mag ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +9% darkness +6% lightning Spell.save +6 (+2 eff.) Disarm- +5% Pinning- +10% Teleport- +5% ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Turunarildil the Glowhunger (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind +6% light On Hit (Melee): * 30% chance to blind ----- def ----- Defense +1 (+0 eff.) Resists +3% mind Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
slimy cashmere robe of protection (5 def, 2 armour)2.0 T3 cloth armor [Ego] Disrupt/Master While equipped: dps ---------- On Melee Ret: * Slows global speed by 5% * 5 arcane resource burn ----- def ----- Armour +2 Defense +5 (+2 eff.) Phys.save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duvirion the pair of iron boots (3 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% Resists +3% darkness Phys.save +11 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +10 (+4 eff.) Die.at -20.00 life Silence- +15% Stun/Frz- +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 30% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Silobeth the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue -3% Resists +9% temporal +5% arcane +3% darkness Phys.save +8 (+2 eff.) Spell.save +9 (+3 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +7% temporal ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
Oozeshine the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +3% cold ----- def ----- Armour +1 Resists +6% lightning +5% cold Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Corpsenaught (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +20% mind Melee Ret 20 mind On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eremotokor the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% physical ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +6% nature +6% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glorerin (0 def, 6 armour)2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil +4 Cun +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Fatigue +3% Resists +8% lightning +7% temporal Crit.dmg- 15.00% ---------- misc Infravis +3 A cap made of leather. |
Grinorevon the Festersin (0 def, 3 armour) =Water Breathing=3.0 T1 head armor [Rare] Nature While equipped: Stats +2 Str dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +1% Resists +7% cold ---------- misc Light +1 Infravis +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Satyrmoon the iron helm (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% mind Res.pen +10% nature Melee Ret 12 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +3 Fatigue +5% Resists +11% darkness +3% mind +11% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
catburglar's rough leather cap of constitution (+4) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +4 Dex +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +11% darkness ---------- misc Infravis +3 A cap made of leather. |
Xytha the iron shield (4 def, 2 armour, 10.5-12.6 power, 19.5 block)7.0 T1 shield armor [Rare] Master When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +20 Against +5% Dragon +5% Giant While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +17% lightning +2% physical +9% light +6% acid ---------- misc Talents +1 Block Handheld deflection devices. |
7 agate0.0 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. |
onyx0.0 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Mind.save +5 (+2 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +5 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 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 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. |
supercharged iron torque of kinetic psionic shield [power 33] (9/25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 33 for 7 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of cure ailments [power 1] (9/10 cooldown)2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
forceful ash totem of cure ailments [power 2] (9/10 cooldown)2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By On a quest for 2% milk the Ghoul Bulwark level 14
44th Dusk 122nd year of Ascendancy at 14:02 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By On a quest for 2% milk the Ghoul Bulwark level 17
19th Haze 122nd year of Ascendancy at 13:40 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By On a quest for 2% milk the Ghoul Bulwark level 20
51st Haze 122nd year of Ascendancy at 21:03 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By On a quest for 2% milk the Ghoul Bulwark level 10
10th Dusk 122nd year of Ascendancy at 11:44 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By On a quest for 2% milk the Ghoul Bulwark level 20
49th Haze 122nd year of Ascendancy at 10:24 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By On a quest for 2% milk the Ghoul Bulwark level 14
71st Dusk 122nd year of Ascendancy at 18:20 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By On a quest for 2% milk the Ghoul Bulwark level 9
5th Dusk 122nd year of Ascendancy at 15:11 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By On a quest for 2% milk the Ghoul Bulwark level 18
25th Haze 122nd year of Ascendancy at 03:32 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By On a quest for 2% milk the Ghoul Bulwark level 18
28th Haze 122nd year of Ascendancy at 09:29 see stats
Log
Bleeding from Irerrha the human hits Irega the human for 13 physical damage.
Beinkea the human casts Channel Staff.
Beinkea the human's Channel Staff hits On a quest for 2 milk for 58 fire damage.
Irega the human's Throwing Knife performs a melee critical strike against On a quest for 2 milk!
On a quest for 2 milk hits Irega the human for 12 lightning damage.
Irega the human's Throwing Knife hits On a quest for 2 milk for 139 physical damage.
On a quest for 2% milk uses Repulsion.
Beinkea the human is not dazed anymore.
Beinkea the human is dazed!
Irerrha the human casts Curse of Defenselessness.
On a quest for 2% milk shrugs off the effect 'Curse of Defenselessness'!
Irerrha the human hits On a quest for 2 milk for 53 fire damage.
Bleeding from Irerrha the human hits Irega the human for 13 physical damage.
On a quest for 2 milk hits Beinkea the human for 100 physical, 13 lightning, 12 light, 17 darkness (141 total damage).
Beinkea the human casts Throw Bomb.
Beinkea the human hits On a quest for 2 milk for 34 cold damage.
The protective shield of On a quest for 2 milk disappears.
Talent Block is ready to use.
Irega the human stops bleeding.
Irega the human uses Throwing Knives.
Irerrha the human casts Soul Rot.
On a quest for 2% milk uses Block.
Irega the human shrugs off the effect 'Numbing Darkness'!
On a quest for 2 milk hits Irega the human for 12 lightning damage.
Irega the human's Throwing Knife hits On a quest for 2 milk for (68 blocked), 0 physical (0 total damage).
On a quest for 2 milk casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Saving game...



































































































