Character
Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 33 / 16% |
Size | medium |
Lifes / Deaths | Killed by Ulell the human at level 17 on the 11st Dearth 122nd year of Ascendancy at 15:19 0 / 6Killed by rimebark at level 20 on the 21st Shortage 122nd year of Ascendancy at 07:51 Killed by Ivissra the elven mage at level 24 on the 24th Gold 123rd year of Ascendancy at 23:08 Killed by Layeba the elder vampire at level 25 on the 25th Stralite 123rd year of Ascendancy at 23:47 Killed by Forgery of Haze (Celia) at level 26 on the 28th Voratun 123rd year of Ascendancy at 09:15 Killed by The Master at level 30 on the 23rd Profit 123rd year of Ascendancy at 10:17 |
Primary Stats
Strength | 77 (base 60) |
Dexterity | 38 (base 18) |
Constitution | 73 (base 60) |
Magic | 8 (base 10) |
Willpower | 37 (base 10) |
Cunning | 28 (base 10) |
Resources
Life | 1121/1121 |
Positive | 0/146 |
Stamina | 234/234 |
Paradox | 150 |
Healing Factor | 1 |
Regeneration | 6.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 9 |
See Invisible | 20 |
Offense: Mainhand
Damage | 114 |
Accuracy | 54 |
Crit Chance | 16% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 31.55 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Physical | -20% |
All | 0% |
Offense: Damage Penetration
Cold | +20% |
Defense: Base
Armour (hardiness) | 84.12 (56%) |
Defense | 45.913333333333 |
Ranged Defense | 53.58 |
Fatigue | 34 |
Physical Save | 60.58125 |
Spell Save | 48.191666666667 |
Mental Save | 48.525 |
Defense: Resistances
Mind | + 9%( 70%) |
Lightning | + 21%( 70%) |
Light | + 27%( 70%) |
Darkness | + 52%( 74%) |
Blight | + 54%( 70%) |
Physical | + 22%( 76%) |
Cold | + 21%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Stun Resistance | 75% |
Confusion Resistance | 54% |
Disarm Resistance | 5% |
Pinning Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusion | Effective talent level: 1.0 HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase three of your primary stats by 16 for 8 turns. Also while Heroism is active you will only die when reaching -567 life. However, when below 0 you cannot see how much life you have left and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Strength stat. |
Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 504 life over 5 turns. Its effects scale with your Strength stat. |
Infusion | Effective talent level: 1.0 SunUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 55). It will also blind any creatures caught inside (power 110) for 4 turns. Its effects scale with your Constitution stat. |
Rune | Effective talent level: 1.0 ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 314 damage for 4 turns. Its effects scale with your Strength stat. |
Rune | Effective talent level: 1.0 TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 4/10 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Shield Wall |
beneficial effect | You feel your grip on reality slipping. Level 1 Curse of Madness 1Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Level 1: Unleashed: +3% critical damage, +4% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Level 1 Curse of Shrouds 1Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Level 1: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Level 1 Curse of Misfortune 1Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +2 Defense, +1 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
beneficial effect | Horrible visions fill you mind. Level 5 Curse of Nightmares 5: 4%Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 25% when tested, Level 1: Removed from Reality: +6 Physical Resistance, +6 Maximum Physical Resistance Level 2: -3 Luck, +9 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they loose 16 air and an additional 7 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 4% chance of triggering a radius 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by degenerated skeleton warrior. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lost sun paladin from death by Poluvea the copperhead snake. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by black mamba. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Strength by +1. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. You used the key inside the ruins of Nur and found a way into the fortress of old. The Weirdling Beast is dead, freeing the way into the fortress itself. You have activated what seems to be a ... butler? with your rod of recall. You have upgraded your rod of recall to transport you to the fortress. You have entered the exploratory farportal room and defeated the horror lurking there, you can now use the farportal. The fortress's current energy level is: 146. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed minotaur nose. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of bone giant dust. * You've found the needed vial of elder vampire blood. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
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 | Wanderer's Rest (4 def, 0 armour) (Misfortune) Wanderer's Rest (4 def, 0 armour) (Misfortune)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% Curse of Misfortune It can be used to activate talent Telekinetic Leap (costing 15 power out of 18/18) : Effective talent level: 4.0 Power cost: 15 out of 18/18. Range: 6.00 Travel Speed: instantaneous Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | alchemist's lamp of revealing alchemist's lamp of revealingCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 See stealth: +9 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | drakeskin leather cap 'Ravenraptor' (0 def, 5 armour) (Nightmares) drakeskin leather cap 'Ravenraptor' (0 def, 5 armour) (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +5 Fatigue: +5% Changes stats: +4 Dex / +4 Wil / +6 Cun / +2 Con Changes resistances: +20% darkness / +17% light Mindpower: +6 See invisible: +6 Curse of Nightmares A cap made of leather. |
On hands | Snow Giant Wraps (0 def, 2 armour) (Nightmares) Snow Giant Wraps (0 def, 2 armour) (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 It is part of a set of items. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Curse of Nightmares It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10.00 Travel Speed: instantaneous Description: Throws a huge boulder at a target, damaging it for 89.00 and knocking it back. The damage will increase with the Strength stat Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | dwarven-steel pickaxe of wreckage (dig speed 16 turns) dwarven-steel pickaxe of wreckage (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Changes stats: +2 Str It can be used to dig a wall, cut a tree, ..., placing all other charms into a 1 cooldown. Allows you to dig a wall, remove a tree, create ways. |
On fingers | titan's steel ring of clarity titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 Mental save: +6 Confusion immunity: +25% Rings can have magical properties. |
On fingers | Daimestir the gold ring Daimestir the gold ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 Changes stats: +6 Cun / +5 Dex Damage when the wearer hits(melee): 4 mind Mental save: +7 Disarm immunity: +5% Confusion immunity: +23% Stun/Freeze immunity: +10% Rings can have magical properties. |
Around neck | warmaker's stralite amulet of murder warmaker's stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 Armour penetration: +5 Physical crit. chance: +4.0% Changes stats: +6 Str / +5 Dex / +6 Wil Critical mult.: +16.00% Amulets can have magical properties. |
In main hand | Blood-Letter (33-46.2 power, 4.5 apr) (Nightmares) Blood-Letter (33-46.2 power, 4.5 apr) (Nightmares)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Curse of Nightmares A hand axe carved out of the most frozen parts of the northern wasteland. |
Around waist | Emblem of Evasion (Shrouds) Emblem of Evasion (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +15% Curse of Shrouds It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they come, granting you a 26% chance to completely evade them for 8 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | Sanguine Shield (14 def, 4 armour, 40 dam, 220 block) (Nightmares) Sanguine Shield (14 def, 4 armour, 40 dam, 220 block) (Nightmares)Requires: - Strength 39 - Talent Armour Training (level 3) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Physical crit. chance: +9.0% Block value: +220 When wielded/worn: Armour: +4 Defense: +14 Ranged Defense: +14 Fatigue: +19% Changes stats: +5 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Curse of Nightmares Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Cloak | enveloping cashmere cloak of mindcraft (8 def, 0 armour) (Nightmares) enveloping cashmere cloak of mindcraft (8 def, 0 armour) (Nightmares)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 Changes stats: +3 Cun / +2 Wil Mental crit. chance: +4% Curse of Nightmares 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 stralite plate armour of implacability (7 def, 19 armour) (Madness) radiant stralite plate armour of implacability (7 def, 19 armour) (Madness)Requires: - Strength 48 - Talent Armour Training (level 4) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +7 Fatigue: +20% Changes stats: +3 Wil Damage when the wearer is hit: 9 light Changes resistances: +22% darkness / +23% blight Physical save: +9 Light radius: +1 Curse of Madness A suit of armour made of metal plates. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. The Blood of Life! It can let a living being resurrect in case of an untimely demise. But only once! |
Rune of the Rift (298.00 temporal damage, removed from time 4 turns) Rune of the Rift (298.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Inflicts 298.00 temporal damage. If your target survives it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
warrior's heat beam rune (243 fire damage) warrior's heat beam rune (243 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7.00 Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to fire a beam of heat doing 242.60 fire damage over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
warrior's lightning rune (300 lightning damage) warrior's lightning rune (300 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7.00 Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to fire a beam of lightning, doing 99.87 to 299.60 lightning damage. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.6 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Shockbloom ShockbloomInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +9% lightning Changes damage: +9% nature / +12% lightning Amulets can have magical properties. |
Spellblaze Echos Spellblaze EchosPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 Spell crit. chance: +6% It can be used to unleash a destructive wail, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
anchoring stralite amulet of dexterity (+7) anchoring stralite amulet of dexterity (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Dex Changes resistances: +15% temporal Knockback immunity: +27% Amulets can have magical properties. |
clarifying steel amulet of strength (+3) clarifying steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
cleansing copper amulet of mastery (0.10 Technique / Field control) cleansing copper amulet of mastery (0.10 Technique / Field control)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% nature Talent mastery: +0.10 Technique / Field control Poison immunity: +20% Amulets can have magical properties. |
gold amulet of vision gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Blindness immunity: +21% Infravision radius: +1 See invisible: +7 Amulets can have magical properties. |
grounding gold amulet of dexterity (+4) grounding gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +14% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% fire / +11% cold Amulets can have magical properties. |
shielding gold amulet of the fish shielding gold amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +11% cold / +13% light Allows you to breathe in: water Blindness immunity: +25% Amulets can have magical properties. |
wanderer's steel amulet wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Cun / +4 Con Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous 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 19 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
conjurer's gold ring of warding conjurer's gold ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag / +6 Wil Changes resistances: +13% fire / +15% cold / +14% lightning / +15% acid Spellpower: +8 Rings can have magical properties. |
copper ring of frost (+20%) copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
mule's gold ring of clarity mule's gold ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumberance: +25 Mental save: +8 Confusion immunity: +28% Rings can have magical properties. |
psionicist's copper ring of frost (+22%) psionicist's copper ring of frost (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% cold Changes damage: +11% cold Mental save: +4 Rings can have magical properties. |
rogue's gold ring of corrosion (+24%) rogue's gold ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +12 Changes stats: +6 Cun Changes resistances: +24% acid Changes damage: +12% acid Rings can have magical properties. |
rune-covered stralite ring rune-covered stralite ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 |
titan's gold ring of tenacity titan's gold ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +22% Rings can have magical properties. |
balanced stralite mace of crippling (37.5-52.5 power, 5 apr) (Nightmares) balanced stralite mace of crippling (37.5-52.5 power, 5 apr) (Nightmares)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Accuracy: +6 Physical crit. chance: +6.0% Defense: +8 Curse of Nightmares Blunt and deadly. |
stralite mace (38-53.2 power, 5 apr) (Nightmares) stralite mace (38-53.2 power, 5 apr) (Nightmares)Requires: - Strength 35 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Curse of Nightmares Blunt and deadly. |
enveloping linen cloak of Iron Throne (7 def, 0 armour) (Misfortune) enveloping linen cloak of Iron Throne (7 def, 0 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Changes stats: +1 Str / +1 Con Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (8 def, 2 armour) (Shrouds) Firewalker (8 def, 2 armour) (Shrouds)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 Changes stats: +6 Cun / +6 Mag Damage when the wearer is hit: 18 fire Changes resistances: +20% fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire Curse of Shrouds This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Robe of Force (12 def, 8 armour) (Nightmares) Robe of Force (12 def, 8 armour) (Nightmares)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +3 Cun / +4 Wil Changes resistances: +12% physical / +15% acid Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 Mindpower: +8 Mental crit. chance: +4% Curse of Nightmares It can be used to send out a beam of kinetic energy, costing 10 power out of 10/10. This thin cloth robe is surrounded by a thick shroud of telekinetic forces. |
Aetherwalk (4 def, 0 armour) (Corpses) Aetherwalk (4 def, 0 armour) (Corpses)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 4 When wielded/worn: Defense: +4 Fatigue: +1% Changes stats: +5 Mag Changes resistances: +10% arcane Changes resistances cap: +5% arcane Curse of Corpses It can be used to phase door in range 6, radius 2, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
miner's pair of hardened leather boots of uncanny dodging (4 def, 7 armour) (Madness) miner's pair of hardened leather boots of uncanny dodging (4 def, 7 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Defense: +4 Ranged Defense: +3 Fatigue: +3% Curse of Madness A pair of boots made of leather. |
Spellhunt Remnants (4 def, 5 armour) (Shrouds) Spellhunt Remnants (4 def, 5 armour) (Shrouds)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 Spell save: +10 Mindpower: +10 Mental crit. chance: +4% Curse of Shrouds It can be used to destroy an arcane item, costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. |
storm hardened leather gloves (0 def, 2 armour) (Madness) storm hardened leather gloves (0 def, 2 armour) (Madness)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when the wearer hits(melee): 7 lightning Changes resistances: +6% lightning Changes damage: +7% lightning Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (0 def, 0 armour) (Corpses) Aletta's Diadem (0 def, 0 armour) (Corpses)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage when the wearer is hit: 12 mind Changes damage: +10% mind Mindpower: +12 Mental crit. chance: +5% Curse of Corpses It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7.00 Travel Speed: instantaneous Description: Inflicts 81.12 mind damage and cripples the target's higher mental functions, reducing cunning by 8 and confusing (17% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Crown of Eternal Night (0 def, 3 armour) (Madness) Crown of Eternal Night (0 def, 3 armour) (Madness)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Curse of Madness This crown looks useless, yet you can feel it woven with fell magics of undeath. Maybe it has a use. |
Steel Helm of Garkul (0 def, 6 armour) (Nightmares) Steel Helm of Garkul (0 def, 6 armour) (Nightmares)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
linen wizard hat of seeing (1 def, 0 armour) (Corpses) linen wizard hat of seeing (1 def, 0 armour) (Corpses)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Infravision radius: +1 See stealth: +5 See invisible: +5 Curse of Corpses A pointy cloth hat, very wizardly... |
Skin of Many (12 def, 6 armour) (Corpses) Skin of Many (12 def, 6 armour) (Corpses)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 Curse of Corpses The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
83 alchemist agate 83 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
alchemist's lamp of illusion alchemist's lamp of illusionInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +5 Physical save: +6 Spell save: +9 Mental save: +8 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
bright alchemist's lamp bright alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 259/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Zuberin of kinetic psionic shield [power 15] (20 cooldown) Zuberin of kinetic psionic shield [power 15] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +3 Dex / +1 Cun It can be used to setup a psionic shield, reducing all physical and acid damage by 15 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psychoportation [power 41] (30 cooldown) dwarven-steel torque of psychoportation [power 41] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 41), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of mindblast [power 147] (9 cooldown) supercharged steel torque of mindblast [power 147] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to fire a blast of psionic energies in a beam (dam 74-147), placing all other charms into a 9 cooldown. Torques are made by powerful psionics to store psionic powers. |
tentacled yew totem of cure poisons [power 2] (20 cooldown) tentacled yew totem of cure poisons [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to removes up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
By Mrodkun the Dwarf Bulwark level 31
26th Profit 123rd year of Ascendancy at 11:47 see stats
By Mrodkun the Dwarf Bulwark level 21
32nd Steel 123rd year of Ascendancy at 17:49 see stats
By Mrodkun the Dwarf Bulwark level 17
30th Dearth 122nd year of Ascendancy at 22:41 see stats
By Mrodkun the Dwarf Bulwark level 32
35th Profit 123rd year of Ascendancy at 16:52 see stats
By Mrodkun the Dwarf Bulwark level 17
30th Dearth 122nd year of Ascendancy at 22:39 see stats
By Mrodkun the Dwarf Bulwark level 20
31st Steel 123rd year of Ascendancy at 08:47 see stats
By Mrodkun the Dwarf Bulwark level 22
7th Gold 123rd year of Ascendancy at 16:13 see stats
By Mrodkun the Dwarf Bulwark level 10
26th Profit 122nd year of Ascendancy at 09:22 see stats
By Mrodkun the Dwarf Bulwark level 20
1st Shortage 122nd year of Ascendancy at 07:02 see stats
By Mrodkun the Dwarf Bulwark level 30
20th Profit 123rd year of Ascendancy at 08:43 see stats
By Mrodkun the Dwarf Bulwark level 13
2nd Wealth 122nd year of Ascendancy at 15:06 see stats
By Mrodkun the Dwarf Bulwark level 29
18th Profit 123rd year of Ascendancy at 19:22 see stats
By Mrodkun the Dwarf Bulwark level 7
22nd Profit 122nd year of Ascendancy at 03:17 see stats
By Mrodkun the Dwarf Bulwark level 15
18th Wealth 122nd year of Ascendancy at 09:22 see stats
By Mrodkun the Dwarf Bulwark level 19
8th Loss 122nd year of Ascendancy at 14:11 see stats
By Mrodkun the Dwarf Bulwark level 31
24th Profit 123rd year of Ascendancy at 09:44 see stats
By Mrodkun the Dwarf Bulwark level 18
42nd Dearth 122nd year of Ascendancy at 21:07 see stats
By Mrodkun the Dwarf Bulwark level 30
23rd Profit 123rd year of Ascendancy at 23:57 see stats
Log
You gain 1.30 gold from the transmogrification of stabilizing hardened leather cap of strength (+4) (0 def, 3 armour) (Shrouds).
You gain 4.29 gold from the transmogrification of wanderer's pair of dwarven-steel boots of spellbinding (0 def, 4 armour) (Shrouds).
You gain 5.40 gold from the transmogrification of verdant silk robe of nature (+37%) (3 def, 0 armour) (Misfortune).
You gain 7.43 gold from the transmogrification of verdant silk robe of chaos (3 def, 0 armour) (Madness).
You gain 5.92 gold from the transmogrification of warbringer's stralite waraxe (34-47.6 power, 5 apr) (Corpses).
You gain 4.13 gold from the transmogrification of arcing dwarven-steel waraxe of the mystic (21.5-30.1 power, 4 apr) (Nightmares).
You gain 6.87 gold from the transmogrification of potent elven-wood starstaff of wizardry (28-33.6 power, 5 apr, physical damage) (Misfortune).
You gain 8.83 gold from the transmogrification of ethereal elven-wood starstaff of channeling (25-30 power, 5 apr, light damage) (Madness).
You gain 5.46 gold from the transmogrification of blighted elven-wood magestaff (25-30 power, 5 apr, lightning damage) (Nightmares).
You gain 5.65 gold from the transmogrification of steady reinforced leather sling of nature (Madness).
You gain 4.91 gold from the transmogrification of wrathful pulsing mindstar of life (13-14.3 power, 32 apr, mind damage) (Corpses).
You gain 5.54 gold from the transmogrification of hateful pulsing mindstar (14-15.4 power, 32 apr, nature damage) (Corpses).
You gain 4.78 gold from the transmogrification of blooming pulsing mindstar of flames (13-14.3 power, 32 apr, mind damage) (Misfortune).
You gain 5.76 gold from the transmogrification of inquisitor's stralite mace of gravity (33.5-46.9 power, 5 apr) (Madness).
You gain 4.00 gold from the transmogrification of glacial yew longbow (Misfortune).
You gain 6.92 gold from the transmogrification of warbringer's stralite greatsword (46-73.6 power, 3 apr) (Misfortune).
You gain 1.87 gold from the transmogrification of stralite greatsword of crippling (47.5-76 power, 3 apr) (Misfortune).
You gain 5.27 gold from the transmogrification of balanced stralite battleaxe of paradox (41.5-62.25 power, 3 apr) (Shrouds).
You gain 1.86 gold from the transmogrification of heat beam rune (172 fire damage).
You gain 0.63 gold from the transmogrification of sun infusion (rad 7; power 20; turns 3).
You gain 1.32 gold from the transmogrification of regeneration infusion (heal 274 over 5 turns).
Saving done.
There is a teleportation circle to the surface 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 done.
Saving done.
Saving game...
Ran for 6 turns (stop reason: interesting terrain).
Saving done.
You enter the swirling portal and in the blink of an eye you set foot in an unfamiliar zone, with no trace of the portal...