












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Better Item Description 1.7.4This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Display class 1.7.0Display class icon on top off enemies |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 28 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Adumina the elven cultist at level 27 on the 38th Steel 123rd year of Ascendancy at 12:34 / 1 |
Primary Stats
| Strength | 67 (base 58) |
| Dexterity | 17 (base 17) |
| Constitution | 55 (base 42) |
| Magic | 8 (base 10) |
| Willpower | 33 (base 16) |
| Cunning | 17 (base 10) |
Resources
| Life | 1096/1096 |
| Stamina | 238/238 |
| Healing Factor | 1.554935892727 |
| Regeneration | 6.0334060863545 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 53 |
| Crit Chance | 5% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Nature | +13% |
| Light | +10% |
| Temporal | +6% |
| Blight | +3% |
| Arcane | +15% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 40.511077022655 (89.749889547741%) |
| Defense | 6 |
| Ranged Defense | 6 |
| Fatigue | 38 |
| Physical Save | 54 |
| Spell Save | 50 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 39%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 67%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 33%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Stun Resistance | 23% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 402 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.46 |
| 3/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.46 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
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 grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You failed to protect the temporal explorer from death by snow giant boulder thrower. Escort: temporal explorer (level 2 of Daikara) | failed |
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. | active |
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 huge ice dragon that dwelled there. | 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. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed electric eel tail. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed pouch of faeros ash. * You've found the needed sandworm tooth. | 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! | 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 | Cracklenight the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +3% blight Melee Ret 4 lightning 4 nature On Hit (Melee): * 20% chance to slow global speed by 44% * 10% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Armour +1 Resists +3% lightning Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Poruth (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +10 (+3 eff.) Melee+ 5 temporal Ranged+ 10 temporal Dmg.mod +6% temporal Acc +20 (+7 eff.) Melee Ret 4 blight ----- def ----- Armour +2 Resists +9% blight +8% temporal +2% physical ---------- misc Stam/turn +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Yaratir the Flowersever [power 85] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 4 nature On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +3% blight +3% temporal Blind- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Setup a psionic shield, reducing all damage taken by 85 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) Acc +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | Pitchcutter the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature +15% arcane Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +15% cold +26% nature +9% darkness Rings make your fingers look great! |
| Around neck | warrior's steel amulet of perfection (0.16 Technique / Combat veteran,0.16 Technique / Shield offense)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.30 Masteries +0.16 Technique/Combat veteran +0.16 Technique/Shield offense Amulets make your neck look great! |
| In main hand | dwarven-steel mace 'Flashkill' (30-41 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Nature Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +12% fire Res.pen +10% physical ---------- misc Stam/turn +3.00 Blunt and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | flaming stralite shield of cold resistance (+23%) (0 def, 8 armour, 42-50 power, 146 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 42.0 - 50.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +146 On Hit.r1 +15 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 1 fire ----- def ----- Armour +8 Fatigue +8% Resists +23% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+2 eff.) Resists +14% darkness +15% temporal Def/telep +13 Res/telep +11% Dur/telep +14% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening steel plate armour of the dragon (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +6% physical +8% fire +6% lightning +5% cold Mind.save +10 (+3 eff.) Disarm- +21% Stun/Frz- +23% Knockbk- +23% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
regeneration infusion of the warrior (heal 438; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 438 life over 5 turns. 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 nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 831% over 10 turns; mana 42; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 831% for 10 turns (0 total) and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 82; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 82 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Duskburst the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +6% mind ----- def ----- Resists +6% darkness +11% temporal Crit.chn- 5.00% Pinning- +20% Knockbk- +20% ---------- misc Light +2 Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 179 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Glitteroblivion0.1 T2 amulet jewelry [Rare] Arcane While equipped: dps ---------- Melee+ 9 light 7 darkness Dmg.mod +6% blight +12% cold +39% light +8% darkness Res.pen +10% light On Melee Ret: * 7% chance to reduce damage dealt by 16% * 8% chance to blind Amulets make your neck look great! |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
steel ring of clarity0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+2 eff.) Confus- +22% Rings make your fingers look great! |
treant's steel ring0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +8% nature +6% blight Poison- +13% Disease- +12% Rings make your fingers look great! |
slime-covered dwarven-steel battleaxe of erosion (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Nature/Disrupt Power 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +7 nature On Hit: * 12% chance to slow global speed by 44% Massive two-handed battleaxes. |
dragonbone longbow 'Darkwasp'4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +12 temporal +26 cold +23 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +6% temporal +32% cold +6% darkness +32% fire Res.pen +23% all Acc +24 (+8 eff.) Apr +17 Longbows are used to shoot arrows at your foes. |
Blazedash the dwarven-steel mace (29-41 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 light Against +12% Undead While equipped: dps ---------- Dmg.mod +21% lightning Melee Ret 10 mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% lightning Def/telep +15 Res/telep +15% Dur/telep +15% Blunt and deadly. |
Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
halfling cured leather sling of true flight4.0 T2 sling 1H weapon Reqs Shoot [Ego++] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +10% physical Acc +7 (+3 eff.) ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Penitence (15-18 power, 4 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+11 eff.) ----- def ----- Resists +30% blight +30% fire Affinity +20% fire Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 2 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Staff of Destruction (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+8 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
ash magestaff 'Rainbender' (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +5% Spell.pwr +12 (+9 eff.) Melee+ 23 arcane Dmg.mod +15% arcane Res.pen +10% cold ----- def ----- Defense +10 (+10 eff.) Resists +12% fire Crit.chn- 15.00% Max.HP +60.00 ---------- misc Max.mana +52.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater yew vilestaff of breaching (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +14 (+10 eff.) Dmg.mod +20% blight +20% fire +20% darkness +20% acid Res.pen +10% blight +10% fire +10% darkness +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blood-Letter (33-46 power, 4.5 apr)3.0 T3 waraxe 1H weapon Reqs Dex 24 [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
acidic stralite waraxe of amnesia (32-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane/Psionic Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 One-handed war axes. |
Malindil the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +5 Cun dps ---------- Spell.pwr +3 (+3 eff.) Res.pen +20% acid ----- def ----- Resists +6% temporal Mind.save +7 (+2 eff.) ---------- misc Light +2 Infravis +3 See.Invis +6 A belt that goes around your waist. |
Moldstinger the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% nature ----- def ----- Resists +10% lightning +9% temporal +5% arcane +6% blight Crit.chn- 5.00% Blind- +10% A belt that goes around your waist. |
grounding rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +6% blight +6% temporal +6% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Sootlash (2 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +24% darkness ----- def ----- Armour +6 Defense +2 (+2 eff.) Resists +13% cold +5% arcane +3% mind HP.reg +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Unlightgasher' (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +25% temporal Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +8 Defense +2 (+2 eff.) Resists +12% temporal +17% cold Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the voidstalker (8 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +8 (+8 eff.) Resists +11% darkness +12% temporal Phys.save +6 (+2 eff.) Def/telep +11 Res/telep +10% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of the Archmage (10 def, 10 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+11 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+10 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Corpseusher (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Con dps ---------- Res.pen +10% nature ----- def ----- Armour +3 Resists +12% light +5% arcane Phys.save +14 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +14 (+4 eff.) A pair of boots made of leather. |
Cuthobar the pair of rough leather boots (20 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +3 Defense +20 (+17 eff.) Resists +9% temporal Mind.save +6 (+2 eff.) Disease- +10% Knockbk- +20% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 81% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
blood-soaked pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blazedream (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +9 Str dps ---------- Res.pen +10% light Acc +6 (+2 eff.) Melee Ret 4 mind ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Velimira (10 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Crit.mult +10.00% Apr +7 ----- def ----- Armour +2 Defense +10 (+10 eff.) Fatigue +3% Phys.save +6 (+2 eff.) HP.reg +4.00 ---------- misc Stam/turn +0.90 Max.stam +25.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 217.53 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
dwarven-steel helm 'Quenchblow' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +30% cold On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +4 Fatigue +4% Resists +6% acid +15% cold +3% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Korynik (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +12% physical Apr +5 ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +18% lightning Die.at -80.00 life ---------- misc Max.stam +30.00 A suit of armour made of mail. |
Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+6 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +17% acid A suit of armour made of leather. |
troll-hide hardened leather armour of Toknor (9 def, 6 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Max.HP +38.00 HP.reg +5.60 Heal.mod +12% A suit of armour made of leather. |
Cyrylaith (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% temporal Res.pen +10% mind +10% temporal Melee Ret 8 arcane On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +11 Fatigue +22% Resists +21% lightning +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of metal plates. |
steel shield of winter (0 def, 4 armour, 16-19 power, 43 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 Melee+ +11 cold While equipped: Stats +1 Wil dps ---------- On shield block: * Deals 89 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +13% cold ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's stralite shield (0 def, 8 armour, 42-51 power, 139 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 42.5 - 51.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +139 While equipped: Stats +1 Str +5 Dex dps ---------- Acc +11 (+4 eff.) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
quiver of yew arrows 'Xanama' (19/50, 34-48 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Random Unique] Arcane/Master Power 34.0 - 47.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 50 Rld cld 1 On Hit.r1 +16 mind +11 fire On Crit.r2 +20 mind On Hit: * 20% chance to reduce all saves and defense by 19 While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
378 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 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. |
13 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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 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 +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 96.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 353.92 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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. |
Belyna the iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +9% physical Melee Ret 2 acid ----- def ----- Resists +6% blight Die.at -40.00 life Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Charonslaught' [power 53] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Dex dps ---------- Phys.crit +4.0% Phys.pwr +20 (+5 eff.) ----- def ----- Armour +8 Resists +6% fire ---------- misc Stam/turn +3.00 Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 122] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 138 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
quick elm totem of healing [power 98] (10 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 98 Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
14 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. |
4 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. |
7 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Uri Sweedloon the Dwarf Bulwark level 26
25th Steel 123rd year of Ascendancy at 01:40 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Uri Sweedloon the Dwarf Bulwark level 24
5th Shortage 122nd year of Ascendancy at 09:41 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Uri Sweedloon the Dwarf Bulwark level 21
1st Shortage 122nd year of Ascendancy at 08:42 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Uri Sweedloon the Dwarf Bulwark level 27
31st Steel 123rd year of Ascendancy at 19:21 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Uri Sweedloon the Dwarf Bulwark level 10
6th Profit 122nd year of Ascendancy at 07:03 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Uri Sweedloon the Dwarf Bulwark level 20
24th Loss 122nd year of Ascendancy at 01:00 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Uri Sweedloon the Dwarf Bulwark level 27
25th Steel 123rd year of Ascendancy at 16:10 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Uri Sweedloon the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 23:03 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Uri Sweedloon the Dwarf Bulwark level 18
19th Loss 122nd year of Ascendancy at 05:05 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Uri Sweedloon the Dwarf Bulwark level 24
13rd Shortage 122nd year of Ascendancy at 03:47 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Uri Sweedloon the Dwarf Bulwark level 20
24th Loss 122nd year of Ascendancy at 08:58 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Uri Sweedloon the Dwarf Bulwark level 27
38th Steel 123rd year of Ascendancy at 12:34 see stats
Log
Lore found: magical barrier
Lore found: order for director Hompalan
Lore found: Nature vs Magic
Lore found: letter to Weisman (3)
Lore found: letter (rhaloren camp)
Lore found: letter (rhaloren camp)
Lore found: of halfling feet
Lore found: Loremaster Greynot's Analysis of the Races - Chapter 5 - Thaloren
Lore found: memories of archmage Varil
Lore found: how to be a necromancer, part 1
Lore found: letter to Rolf (1)
Lore found: Deep Bellow excavation report 1
Lore found: research journal part 2
Lore found: Mocking Note
Lore found: song of the sands
Lore found: The Pale King, part two
Lore found: human myth of creation
Lore found: The Pale King, part one
Lore found: Loremaster Greynot's Analysis of the Races - Chapter 7 - Ogres
Lore found: research journal part 1
Lore found: Deep Bellow excavation report 2
Lore found: Deep Bellow excavation report 3
Lore found: magical barrier
Lore found: order for director Hompalan
Lore found: Nature vs Magic
Lore found: Mocking Note
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 18 turns (stop reason: at door).












































































































