










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 | Cornac |
| Class | Bulwark |
| Level / Exp | 24 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by Zubiriavea the elven blood mage at level 24 on the 29th Haze 122nd year of Ascendancy at 18:12 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 41 (base 36) |
| Dexterity | 31 (base 20) |
| Constitution | 48 (base 48) |
| Magic | 16 (base 10) |
| Willpower | 32 (base 20) |
| Cunning | 19 (base 10) |
Resources
| Life | -47/819 |
| Stamina | 181/206 |
| Equilibrium | 49 |
| Healing Factor | 1.9214678899083 |
| Regeneration | 18.7506552411 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +102% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 1 |
| See Stealth | 8 |
| See Invisible | 23 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 47 |
| Crit Chance | 4% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Lightning | +11% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Mind | +15% |
| Darkness | +20% |
| Blight | +15% |
| Arcane | +10% |
| Fire | +7% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 48.010570258774 (88.454810495627%) |
| Defense | 28 |
| Ranged Defense | 31 |
| Fatigue | 35 |
| Physical Save | 31 |
| Spell Save | 29 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 67%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 39%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 54%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 15%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Disarm Resistance | 22% |
| Bleed Resistance | 40% |
| Confusion Resistance | 27% |
| Knockback Resistance | 78% |
| Stun Resistance | 79% |
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous 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 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 229 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 135 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Elemental Harmony |
| talent | Shield Wall |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| beneficial effect | The target purifies all diseases and poisons, turning them into healing effects. Waters of Life |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 55.74 fire damage, and talent cooldowns are increased by 59% plus 1 turn. Burning Hex |
| beneficial effect | You gain 16% resistance against blight. Resolve |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved spell save by +4. | done |
You failed to protect the lone alchemist from death by Aerota the war bear. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +2. | done |
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 Willpower by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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. You have been shown a secret entrance to his stronghold. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 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 rough leather boots 'Breezekiller' (0 def, 6 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +6 Fatigue +1% Resists +6% acid +3% nature +5% arcane +9% lightning ---------- misc Infravis +1 A pair of boots made of leather. |
| Light source | alchemist's lamp 'Wretchbiter'1.0 T3 lite [Rare] Master While equipped: Stats +2 Str +4 Dex +2 Mag dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Crit.dmg- 10.00% Blind- +26% Confus- +17% ---------- misc Light +7 See.Stealth +8 See.Invis +23 Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Betharita (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +2 Mag +3 Wil +6 Cun ----- def ----- Armour +4 Fatigue +4% Crit.dmg- 10.00% ---------- misc Stam/ret +1.00 Equi/ret +1.30 Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | restful iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 HP.reg +1.20 ---------- misc Stam/turn +0.60 Max.stam +12.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Camahor the Shadesnake [power 31] (20/20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +20% darkness Melee Ret 20 darkness 12 fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ---------- misc Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +22% Pinning- +22% Knockbk- +21% Rings can have magical properties. |
| On fingers | marksman's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% lightning Acc +6 (+2 eff.) ----- def ----- Resists +22% lightning Rings can have magical properties. |
| Around neck | grounding copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Heal.mod +11% Cut- +40% Stun/Frz- +22% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 174 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Glorylaith (13-18.2 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Nature/Psionic Power 13.0 - 18.2 Mind Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +19 insidious poison On Crit.r2 +5 fire On Hit: * 25% chance to put talents on cooldown While equipped: dps ---------- All.spd +2% Dmg.mod +3% mind Res.pen +15% mind +7% fire ----- def ----- Resists +6% mind Blunt 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 | Poxvice the steel shield (6 def, 2 armour, 15-18 power, 39 block)7.0 T2 shield armor [Rare] Nature When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +39 On Hit: * Slows global speed by 40% While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% nature Melee Ret 20 nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +6% acid +6% temporal +7% cold +7% lightning +7% fire ---------- misc Talents +2 Block Handheld deflection devices. |
| Cloak | Galyyagorn the elven-silk cloak (11 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Dex +2 Mag +3 Wil +3 Cun dps ---------- Res.pen +10% acid +10% arcane +15% blight ----- def ----- Defense +11 (+6 eff.) Resists +16% blight +19% fire +14% light +10% nature Stealth +11 HP.reg +1.90 Heal.mod +25% ---------- misc Mana/turn +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant steel plate armour of the deep (4 def, 11 armour)17.0 T2 massive armor [Ego++] Nature While equipped: Stats +1 Wil dps ---------- Melee Ret 5 light ----- def ----- Armour +11 Defense +4 (+2 eff.) Fatigue +22% Resists +11% blight +5% cold +12% darkness +6% acid ---------- misc Light +1 Breathe water A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 129)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 129 and cleanse 1 wound and 1 poison effect. 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 ability. |
insidious poison infusion of the titan (37 nature damage, 25% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 40 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 36.65 nature damage per turn for 7 turns, and reducing the target's healing received by 25%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (462% speed; 5 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 462% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (617% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 617% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 144 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 144 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 6; power 20; turns 4; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 5; power 20; turns 4; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 6; power 20; turns 4; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 5; power 30; turns 3; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 15). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 30) for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 10%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 10% for 6 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 22%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd 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 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
cleansing copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Dex ----- def ----- Resists +11% nature +11% blight Poison- +21% Disease- +21% Amulets can have magical properties. |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. |
stabilizing steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% temporal Pinning- +27% Knockbk- +26% Amulets can have magical properties. |
stabilizing steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% temporal Pinning- +25% Knockbk- +23% Amulets can have magical properties. |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% light +12% darkness Blind- +23% Amulets can have magical properties. |
starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +12% darkness Blind- +21% Amulets can have magical properties. |
starlit copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +10% darkness Heal.mod +11% Blind- +20% Cut- +40% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 200 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
steel amulet of mastery (0.16 Technique / Shield defense)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.16 Technique/Shield defense 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 15 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. |
Zubathra0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun +4 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +6 Resists +9% blight +3% nature Die.at -20.00 life Pinning- +10% Stun/Frz- +15% Def/telep +15 Res/telep +15% Dur/telep +15% Rings can have magical properties. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings can have magical properties. |
mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +20.00 Disarm- +22% Pinning- +21% Knockbk- +22% ---------- misc Max.enc +21 Rings can have magical properties. |
mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Rings can have magical properties. |
rogue's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +8 (+4 eff.) Resists +22% fire Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
warrior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +9 (+4 eff.) Confus- +20% Rings can have magical properties. |
stralite battleaxe (40.5-60.75 power, 3 apr)3.0 T4 battleaxe 2H weapon [Normal] Power 40.5 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Massive two-handed battleaxes. |
Taintquill the dwarven-steel mace (29.5-41.3 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Nature Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +13 insidious poison While equipped: dps ---------- Dmg.mod +9% nature Melee Ret 4 nature ----- def ----- Resists +18% nature Blunt and deadly. |
steady rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stabilizing dwarven-steel helm of absorption (0 def, 4 armour)3.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Phys.save +13 (+6 eff.) ---------- misc Stam/ret +1.00 Equi/ret +1.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Deepsward the quiver of ash arrows (20/20, 20-28 power, 7 apr)3.0 T2 arrow ammo [Rare] Psionic Power 20.0 - 28.0 Blight Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 20 Ranged+ +4 blight +33 darkness Against +14% Living On Hit.r1 +4 darkness On Crit.r2 +12 darkness On Hit: * 20% chance to cause random gloom * 40% chance to disease Arrows are used with bows to pierce your foes to death. |
8 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. |
75 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. |
5 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. |
7 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. |
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. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc 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. |
11 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 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 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. |
iron torque of psychoportation [power 21] (20/30 cooldown)2.0 T1 torque charm [Ego] Psionic Teleport randomly (rad 21) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
Tempestgrit the ash wand of conjuration [power 157] (20/10 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +3% nature +15% lightning ---------- misc Talents +1 Strike Cooldown Strike -1 Fire a bolt of a random element with (base) damage 78 to 157 Puts all charms on 10 cooldown 100% to regenerate 3 negative 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. |
5 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. |
7 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. |
7 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
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Ringle McHingleberry the Cornac Bulwark level 19
54th Dusk 122nd year of Ascendancy at 06:53 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Ringle McHingleberry the Cornac Bulwark level 21
66th Dusk 122nd year of Ascendancy at 17:22 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ringle McHingleberry the Cornac Bulwark level 22
23rd Haze 122nd year of Ascendancy at 01:07 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Ringle McHingleberry the Cornac Bulwark level 20
63rd Dusk 122nd year of Ascendancy at 21:37 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ringle McHingleberry the Cornac Bulwark level 23
29th Haze 122nd year of Ascendancy at 04:00 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 Ringle McHingleberry the Cornac Bulwark level 22
68th Dusk 122nd year of Ascendancy at 15:43 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ringle McHingleberry the Cornac Bulwark level 10
3rd Summertide 122nd year of Ascendancy at 03:44 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Ringle McHingleberry the Cornac Bulwark level 20
57th Dusk 122nd year of Ascendancy at 20:52 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ringle McHingleberry the Cornac Bulwark level 15
26th Dusk 122nd year of Ascendancy at 11:42 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ringle McHingleberry the Cornac Bulwark level 9
3rd Mirth 122nd year of Ascendancy at 17:24 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ringle McHingleberry the Cornac Bulwark level 16
40th Dusk 122nd year of Ascendancy at 07:29 see stats
Log
Lisilaith the elven elite warrior performs a melee critical strike against Ringle McHingleberry's summoned tentacle!
Elven guard hits Ringle McHingleberry for 42 physical damage.
Lisilaith the elven elite warrior hits Ringle McHingleberry's summoned tentacle for 67 physical, 8 cold, 85 physical, 6 blight, 6 fire (172 total damage).
Ringle McHingleberry hits Elven guard for 18 darkness, 4 light, 8 fire, 21 nature (51 total damage).
Insidious Poison from Ringle McHingleberry hits Lisilaith the elven elite warrior for (3 absorbed), 0 nature (0 total damage).
Ringle McHingleberry's summoned tentacle hits Lisilaith the elven elite warrior for (30 absorbed), 0 physical (0 total damage).
Elven guard is poisoned!
Elven guard slows down.
Ringle McHingleberry hits Elven guard for 53 mind, 3 nature (56 total damage).
Zubiriavea the elven blood mage casts Blood Grasp.
Lisilaith the elven elite warrior casts Burning Hex.
Ringle McHingleberry is hexed!
Ringle McHingleberry's summoned tentacle is hexed!
As Ringle McHingleberry's summoned tentacle falls you notice that Ringle McHingleberry seems to shudder in pain!
Lisilaith the elven elite warrior hits Ringle McHingleberry's summoned tentacle for 95 blight, 8 cold, 63 blight (166 total damage).
Elven guard casts Grace of the Eternals.
Elven guard speeds up.
Zubiriavea the elven blood mage's Blood Grasp drains life from Elven guard!
Zubiriavea the elven blood mage receives 28 healing from Elven guard.
Elven guard hits Ringle McHingleberry for 46 physical damage.
Zubiriavea the elven blood mage's Blood Grasp hits Elven guard for 53 blight damage.
Ringle McHingleberry hits Elven guard for 18 darkness, 4 light, 8 fire, 21 nature (51 total damage).
The shield around Lisilaith the elven elite warrior crumbles.
Insidious Poison from Ringle McHingleberry hits Lisilaith the elven elite warrior for (3 absorbed), 0 nature (0 total damage).
Insidious Poison from Ringle McHingleberry hits Elven guard for 3 nature damage.
Zubiriavea the elven blood mage uses Telekinetic Blast.
Zubiriavea the elven blood mage's mind surges with critical power!
Saving game...


















































































