












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official Expansion!Better Item Description 1.7.2This 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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.7.0Official Expansion!Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 16 / 39% |
| Size | big |
| Lifes / Deaths | Killed by Pingo at level 16 on the 19th Loss 122nd year of Ascendancy at 10:26 / 1 |
Primary Stats
| Strength | 50 (base 38) |
| Dexterity | 28 (base 24) |
| Constitution | 28 (base 25) |
| Magic | 8 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -80/610 |
| Stamina | 67/212 |
| Healing Factor | 1.1956298990388 |
| Regeneration | 6.7762886192929 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 17.342941493866 |
| See Invisible | 17.342941493866 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 31 |
| Crit Chance | 11% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 43.723073231957 (96.438666929426%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 31 |
| Physical Save | 39 |
| Spell Save | 43 |
| Mental Save | 20 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Nature | + 13%( 70%) |
| Cold | + 9%( 70%) |
| Blight | + 9%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 23%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 41% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 20% |
| Pinning Resistance | 21% |
| Poison Resistance | 20% |
| Knockback Resistance | 41% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 519% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 254 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | pair of iron boots 'Layuna' (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ When Hit 2 mind defense ------ Armor +5 Fatigue +2% Crit Resistance 10.00% other ------- Light +3 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's brass lantern of the zealot2.0 Encumbrance T1 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Wil offense ------ Physical Crit +3.0% Critical power +10.00% Physical Power +5 (+1 eff.) defense ------ Resistance +3% all Spell save +5 (+2 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Relgydradir the rough leather cap (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +5% physical defense ------ Armor +3 Fatigue +1% Resistance +3% mind +6% cold other ------- Max stamina +30.00 A cap made of leather. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
| On fingers | copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
| Around neck | grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% lightning Stun Resist +20% Amulets make your neck look great! |
| In main hand | iron waraxe 'Umbrathorn' (19-27 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +8 mind +16 darkness On-Hit, radius 1 +4 mind On Hit: * 20% chance to reduce all saves and defense by 15 While equipped: offense ------ When Hit 4 mind One-handed war axes. |
| Around waist | rough leather belt 'Voidworth'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Dex offense ------ Physical Power +3 (+1 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 13% defense ------ Resistance +6% blight +6% fire Spell save +6 (+2 eff.) Healmod +5% Knockbk Resist +20% other ------- Size +1 A belt that goes around your waist. |
| In off hand | reinforced iron shield (0 def, 4 armour, 10-12 power, 42.5 block)7.0 Encumbrance T1 shield armor [Ego] Master When used to Attack: Weapon Damage 10.0 - 12.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +42 While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak of battle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+0 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel plate armour of fire resistance (0 def, 14 armour)17.0 Encumbrance T2 massive armor [Ego] Master While equipped: defense ------ Armor +14 Fatigue +22% Resistance +15% fire A suit of armour made of metal plates. |
Inventory
regeneration infusion of the psychic (heal 145; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 145 life over 5 turns. 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 nature talent. |
copper ring of the mountain (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% physical defense ------ Resistance +10% physical Rings make your fingers look great! |
marksman's copper ring of nature (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +10% nature Accuracy +6 (+3 eff.) defense ------ Resistance +20% nature Rings make your fingers look great! |
mule's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% other ------- Encumbrance +20 Rings make your fingers look great! |
psionicist's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +10 (+5 eff.) Confus Resist +20% Rings make your fingers look great! |
savior's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+3 eff.) defense ------ Physical save +6 (+2 eff.) Spell save +7 (+3 eff.) Mind save +7 (+4 eff.) Rings make your fingers look great! |
wizard's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Physical Power +6 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invis +6 Rings make your fingers look great! |
chilling steel battleaxe of massacre (32-48 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 cold Massive two-handed battleaxes. |
elemental steel battleaxe (22-32 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Arcane Weapon Damage 21.5 - 32.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: offense ------ Damage +14% cold Ignore resists +10% cold Massive two-handed battleaxes. |
steel battleaxe (19-28 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Normal] Weapon Damage 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes. |
steel battleaxe of phasing (20-31 power, 9 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +5.0% Attack Speed 100% Phasing +17% Massive two-handed battleaxes. |
steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Normal] Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
warbringer's steel dagger of erosion (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature While equipped: Stats +2 Con offense ------ Physical Power +7 (+2 eff.) Ignore resists +5% physical defense ------ Disarm Resist +10% Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
steady ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: offense ------ Physical Crit +2.0% Accuracy +8 (+4 eff.) Longbows are used to shoot arrows at your foes. |
yew longbow 'Emyrarin'4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +11 Con +15 Wil offense ------ Mind Crit +2% Critical power +10.00% defense ------ Defense +15 (+7 eff.) Resistance +6% acid Life +59.00 other ------- Hate-on-crit +4.00 Longbows are used to shoot arrows at your foes. |
arcing steel longsword of daylight (16-23 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 light Damage Against +7% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, long, and deadly. |
Ragugar (12-16 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +5 (+2 eff.) Resistance +6% nature +5% arcane Physical save +6 (+2 eff.) Unlife -20.00 life Disarm Resist +22% Blunt and deadly. |
hateful steel mace of erosion (15-21 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Nature/Psionic Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +8 nature +6 darkness Damage Against +5% Living Blunt and deadly. |
iron mace of crippling (14-19 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego+] Master Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Blunt and deadly. |
penetrating cured leather sling of recursion4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego++] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On Hit: 10% Shoot 1 While equipped: offense ------ Ignore resists +7% physical Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, fire element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +0 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+4 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 46.19 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (92). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
iron waraxe of erosion (12-16 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Nature Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 nature One-handed war axes. |
Morningschism the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+2 eff.) Damage +12% light +3% lightning Ignore resists +10% acid defense ------ Resistance +3% acid +3% light Physical save +6 (+2 eff.) other ------- Light +1 A belt that goes around your waist. |
linen cloak of battle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +2 (+0 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Starbiter (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Str +2 Cun +1 Con offense ------ Damage +9% light defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zuldil (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +5 Wil +6 Lck offense ------ Mind Crit +2% Critical power +5.00% Mindpower +5 (+3 eff.) defense ------ Armor +1 Stealth +6 A pair of boots made of leather. |
invigorating pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Nature While equipped: offense ------ Move Speed +10% defense ------ Armor +3 Fatigue -3% Life +32.00 other ------- Stamina/turn +0.30 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 tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -4% Physical save +6 (+2 eff.) other ------- Encumbrance +22 Stamina/turn +0.30 Max stamina +11.00 A pair of boots made of leather. |
iron gauntlets of the juggernaut (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego+] Master While equipped: Stats +1 Con defense ------ Armor +1 Fatigue +1% Physical save +11 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Disarm Resist +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Effective talent level: 3.9 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
prismatic cured leather armour of clarity (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +11% light +12% darkness +7% mind Mind save +10 (+5 eff.) A suit of armour made of leather. |
iron shield 'Skytyphoon' (0 def, 2 armour, 8-9 power, 17.5 block)7.0 Encumbrance T1 shield armor [Rare] Psionic When used to Attack: Weapon Damage 7.5 - 9.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +18 On-hit +10 physical While equipped: Stats +1 Wil offense ------ Ignore resists +5% cold defense ------ Armor +2 Fatigue +8% Resistance +6% lightning +11% physical +6% blight Windwall +11 Slow Projectiles +14% other ------- Talents +1 Block Handheld deflection devices. |
quiver of yew arrows 'Dimgash' (22/22, 32-46 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Rare] Nature Weapon Damage 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 22 Projectile Speed +200% On-ranged-hit +20 darkness On-Hit, radius 1 +4 darkness +4 acid On Hit: * 10% chance to reduce armor by 9% * 20% chance to reduce damage dealt by 13% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 143 physical damage Arrows are used with bows to pierce your foes to death. |
8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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 of endurance (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 35.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 35.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Skycut2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Dex offense ------ Damage +3% lightning defense ------ Crit Resistance 5.00% Mind save +6 (+3 eff.) other ------- Light +5 See Stealth +6 See Invis +6 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. |
Splendourwitch the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +3% light defense ------ Resistance +6% temporal Spell save +6 (+2 eff.) Mind save +5 (+3 eff.) other ------- Light +4 See Stealth +7 See Invis +6 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 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 52.45 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
cleansing steel torque of psionic shield [power 47] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Pingo the Dwarf Bulwark level 12
1st Wealth 122nd year of Ascendancy at 00:22 see stats
Level 10 (Roguelike)
Got a character to level 10.By Pingo the Dwarf Bulwark level 10
1st Profit 122nd year of Ascendancy at 10:51 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Pingo the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 16:56 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Pingo the Dwarf Bulwark level 12
9th Profit 122nd year of Ascendancy at 15:11 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Pingo the Dwarf Bulwark level 12
8th Profit 122nd year of Ascendancy at 00:07 see stats
Log
Ran for 7 turns (stop reason: suffocating).
Unstable sand tunnel hits Pingo for 296 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Ran for 2 turns (stop reason: suffocating).
Pingo is recovering from the damage!
Unstable sand tunnel hits Pingo for 156 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Ran for 2 turns (stop reason: suffocating).
Unstable sand tunnel hits Pingo for 97 physical damage.
Pingo uses Infusion: Healing.
Pingo receives 171 healing from Infusion: Healing.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Pingo starts suffocating to death!
Ran for 2 turns (stop reason: detrimental status effect).
Pingo is suffocating.
Unstable sand tunnel hits Pingo for 150 physical damage.
Ran for 2 turns (stop reason: taken damage).
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Pingo for 35 physical damage.
Ran for 2 turns (stop reason: taken damage).
Pingo the level 16 dwarf bulwark suffocated to death on level 1 of Sandworm lair.

















































































