
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 / 30% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 72 (base 48) |
| Dexterity | 48 (base 42) |
| Constitution | 42 (base 12) |
| Magic | 20 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 780/780 |
| Mana | 99/99 |
| Stamina | 130/130 |
| Positive | 55/107 |
| Healing Factor | 1.5264150943396 |
| Regeneration | 10.788010384862 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 6 |
| See Stealth | 23.843738619919 |
| See Invisible | 23.843738619919 |
Offense: Mainhand
| Damage | 116 |
| Accuracy | 37 |
| Crit Chance | 13% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Lightning | +3% |
| Acid | +11% |
| Nature | +12% |
Defense: Base
| Armour (hardiness) | 37.962330609441 (81.030927835052%) |
| Defense | 29 |
| Ranged Defense | 35 |
| Fatigue | 30 |
| Physical Save | 38 |
| Spell Save | 23 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 39%( 70%) |
| Cold | + 67%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 43%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 46%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Disarm Resistance | 20% |
| Bleed Resistance | 75% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 72% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse 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 135.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 80 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| talent | Premonition |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by giant venus flytrap. Escort: lost anorithil (level 2 of Norgos Lair) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+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 |
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 within3 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 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 | pair of iron boots 'Burnmarrow' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Resists +6% blight +6% fire +15% light +3% cold Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | rough leather cap 'Boltsaw' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +6% light +6% blight +9% fire +6% darkness +11% cold A cap made of leather. |
| On hands | brawler's iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Cun ----- def ----- Armour +1 Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | steel torque of psychoportation [power 27] (30 cooldown)2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 27) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Beridil'0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% nature +11% acid On Hit (Melee): * Slows global speed by 15% * 30% chance to corrode armour by 30% ----- def ----- Fatigue -4% Resists +22% acid +6% cold +24% nature ---------- misc Max.enc +20 Rings can have magical properties. |
| On fingers | Ashwaker the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +3 Dex +4 Mag +3 Con ----- def ----- Resists +6% fire Crit.dmg- 15.00% Max.HP +22.00 Disarm- +20% Pinning- +24% Knockbk- +21% Rings can have magical properties. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +13.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +14.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| 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 | Layyserin the Kindleripper (12 def, 3 armour, 69-82.8 power, 185.5 block)7.0 T5 shield armor [Random Unique] Arcane/Master When used to Attack: Power 69.0 - 82.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +186 Melee+ +15 light On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +6 Mag +5 Con dps ---------- Mind.pwr +8 (+4 eff.) On Melee Ret: * 27% chance to blind ----- def ----- Armour +3 Defense +12 (+6 eff.) Rng.Def +12 (+6 eff.) Fatigue +14% Resists +23% cold +16% light +3% fire Heal/summ +30 ---------- misc Equi/ret +0.08 Wards +4 lightning +3 temporal +5 blight +2 fire +3 cold Talents +1 Ward +5 Block Handheld deflection devices. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | rejuvenating steel plate armour of fire resistance (4 def, 9 armour)17.0 T2 massive armor [Ego] Nature/Master While equipped: ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +16% fire HP.reg +3.40 ---------- misc Stam/turn +1.10 A suit of armour made of metal plates. |
Inventory
shielding rune of the warrior (absorb 426 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 426 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 169 (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. |
copper amulet 'Emebrenne'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +15.00% Res.pen +5% arcane ----- def ----- Resists +12% temporal Mind.save +6 (+3 eff.) Pinning- +22% Knockbk- +23% ---------- misc Telepathy Humanoid/Orc Amulets can have magical properties. |
copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets can have magical properties. |
grounding gold amulet0.1 T3 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +19% lightning Stun/Frz- +20% Amulets can have magical properties. |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% fire +11% cold Amulets 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 (+6 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 14 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. |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) Rings can have magical properties. |
rogue's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Max.HP +25.00 Disarm- +22% Pinning- +22% Knockbk- +24% Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+7 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Tirakai's Maul (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
iron longsword (12.5-17.5 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 12.5 - 17.5 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. |
iron longsword of phasing (11.5-16.1 power, 7 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +2.5% Atk.spd 100% Phasing +10% Sharp, long, and deadly. |
Radhorig the Coalvice (51-71.4 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Nature/Master Power 51.0 - 71.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +25 insidious poison While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +10% physical Acc +8 (+3 eff.) Apr +9 ----- def ----- Resists +9% darkness +6% temporal Blunt and deadly. |
River's Fury (23-32.2 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+4 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.42 cold damage and 6.42 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
iron waraxe of massacre (17-23.8 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
grounding rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal HP.reg +0.60 Heal.mod +13% A belt that goes around your waist. |
insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +6% cold HP.reg +0.80 Heal.mod +12% A belt that goes around your waist. |
Jetripper the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% * 15% chance to inflict 15% damage reduction ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +3% cold +3% light +9% fire 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. |
Zubille (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +8 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.hate +4.00 Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Tintir' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +6 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) ---------- misc Telepathy Dragon Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +3 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Dex +3 Wil +3 Cun ----- def ----- Defense +2 (+1 eff.) Mind.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the voidstalker (1 def, 6 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% temporal +11% darkness +11% cold Def/telep +11 Res/telep +11% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of iron boots of uncanny dodging (2 def, 7 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Rng.Def +3 (+2 eff.) Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Saluthra' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +6 Mag +5 Lck dps ---------- Dmg.mod +15% mind ----- def ----- Armour +3 Fatigue +3% Crit.dmg- 15.00% Stealth +5 ---------- misc Infravis +3 A pair of boots made of leather. |
pair of iron boots 'Eclipsepunish' (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% arcane Melee Ret 12 arcane ----- def ----- Armour +3 Fatigue +2% Resists +5% arcane Silence- +22% Confus- +20% Stun/Frz- +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of evasion (11 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +1 Defense +11 (+6 eff.) Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 27 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
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. |
rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 lightning Dmg.mod +3% lightning Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +6% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arthylar (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex +3 Mag +3 Wil ----- def ----- Defense +1 (+1 eff.) Fatigue -4% Resists +6% lightning +5% fire +6% cold A pointy cloth hat, very wizardly... |
Brenystir the linen wizard hat (4 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% fire Melee Ret 8 mind ----- def ----- Defense +4 (+2 eff.) Rng.Def +3 (+2 eff.) Resists +3% physical +16% fire Max.HP +10.00 A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 26.17 to 78.52 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Yarurak (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Mag +1 Wil +5 Cun dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Telepathy Demon/Minor Demon/Major A pointy cloth hat, very wizardly... |
insulating iron helm of constitution (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
spiked iron plate armour of lightning resistance (3 def, 7 armour)17.0 T1 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +7 Defense +3 (+2 eff.) Fatigue +20% Resists +16% lightning A suit of armour made of metal plates. |
steel plate armour 'Borathad' (4 def, 9 armour)17.0 T2 massive armor [Rare] Arcane While equipped: Stats +3 Str ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +14% Resists +16% temporal Crit.dmg- 15.00% ---------- misc Infravis +3 Telepathy Humanoid/Orc A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Lorigorn the steel shield (6 def, 4 armour, 15-18 power, 40 block)7.0 T2 shield armor [Random Unique] Arcane/Master When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Apr +2 Crit +3.0% Block +40 Melee+ +22 acid While equipped: Stats +1 Str +4 Con dps ---------- Res.pen +15% physical Melee Ret 4 physical On Melee Ret: * 23% chance to corrode armour by 30% ----- def ----- Armour +4 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +21% acid +16% cold ---------- misc Talents +2 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. |
61 alchemist agate0.0 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
iron pickaxe 'Radiancegrit' (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +24% light Res.pen +10% fire Apr +7 Melee Ret 20 light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +3% fire While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 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. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
Kindlebait the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- S.pwr/crit +8 Dmg.mod +6% mind Res.pen +15% light ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Mana/s.crit +1.00 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. |
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 (52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
brass lantern 'Delantir'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Acc +2 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Max.HP +51.00 Heal.mod +10% ---------- 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. |
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 240/400 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. |
Zerohor the Stokesweep [power 72] (8 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Resists +3% acid +9% temporal +5% arcane Heal a target within range 6 (based on Willpower) for 72 Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
quick elm totem of cure ailments [power 1] (7 cooldown)2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
bright ash wand of trap destruction [power 38] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Disarm traps (38 bonus disarm power, based on Magic) along a range 2 line Puts all charms on 15 cooldown 100% to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright elm wand of clairvoyance [power 9] (6 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 44 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
8 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. |
16 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
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Vanyr the Ghoul Bulwark level 19
53rd Haze 122nd year of Ascendancy at 19:09 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Vanyr the Ghoul Bulwark level 12
17th Dusk 122nd year of Ascendancy at 16:51 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Vanyr the Ghoul Bulwark level 17
1st Haze 122nd year of Ascendancy at 19:58 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Vanyr the Ghoul Bulwark level 17
6th Haze 122nd year of Ascendancy at 19:31 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Vanyr the Ghoul Bulwark level 10
10th Flare 122nd year of Ascendancy at 15:52 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Vanyr the Ghoul Bulwark level 20
55th Haze 122nd year of Ascendancy at 01:29 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Vanyr the Ghoul Bulwark level 14
41st Dusk 122nd year of Ascendancy at 18:32 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Vanyr the Ghoul Bulwark level 16
78th Dusk 122nd year of Ascendancy at 01:22 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Vanyr the Ghoul Bulwark level 10
5th Dusk 122nd year of Ascendancy at 04:37 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Vanyr the Ghoul Bulwark level 18
46th Haze 122nd year of Ascendancy at 16:21 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Vanyr the Ghoul Bulwark level 16
76th Dusk 122nd year of Ascendancy at 21:46 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Vanyr the Ghoul Bulwark level 18
45th Haze 122nd year of Ascendancy at 16:43 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Vanyr the Ghoul Bulwark level 17
1st Haze 122nd year of Ascendancy at 19:58 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Vanyr the Ghoul Bulwark level 17
1st Haze 122nd year of Ascendancy at 19:58 see stats
Log
Talent Perfect Strike is ready to use.
Rested for 20 turns (stop reason: all resources and life at maximum).
There is a Long tunnel to the island of Rel here (press '' or right click to use).
Ran for 48 turns (stop reason: at exit).
Space around you starts to dissolve...
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 30 turns (stop reason: dialog is displayed).
You gain 0.97 gold from the transmogrification of cured leather armour of cold resistance (2 def, 4 armour).
You gain 0.60 gold from the transmogrification of cured leather armour (2 def, 4 armour).
You gain 1.55 gold from the transmogrification of impenetrable steel mail armour (2 def, 11 armour).
You gain 2.70 gold from the transmogrification of shimmering ash starstaff (15-18 power, 3 apr, physical element).
You gain 18.47 gold from the transmogrification of Xanivea the Murkidol (26-41.6 power, 2 apr).
You gain 2.51 gold from the transmogrification of steel dagger of paradox (13-16.9 power, 6 apr).
You gain 2.02 gold from the transmogrification of steel dagger of daylight (12.5-16.25 power, 6 apr).
You gain 1.76 gold from the transmogrification of movement infusion (380% speed; 5 turns).
You gain 1.76 gold from the transmogrification of movement infusion (332% speed; 5 turns).
There is a Very old halfling ruins here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Vanyr deactivates Premonition.
Vanyr deactivates Shield Wall.





































































































