












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 30 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by elven blood mage at level 27 on the 21st Stralite 123rd year of Ascendancy at 23:29 / 2Killed by Sleeping Velutira at level 30 on the 8th Profit 123rd year of Ascendancy at 01:32 |
| Antimagic | Follower |
Primary Stats
| Strength | 80 (base 56) |
| Dexterity | 50 (base 39) |
| Constitution | 52 (base 37) |
| Magic | 8 (base 10) |
| Willpower | 35 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | -74/1258 |
| Stamina | 209/269 |
| Equilibrium | 30 |
| Healing Factor | 1.439329218765 |
| Regeneration | 0.35983230469122 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 22.531537443297 |
| See Invisible | 22.531537443297 |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 57 |
| Crit Chance | 8% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +25% |
| Cold | +15% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Nature | +25% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 86.723073231957 (96.438666929426%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 29 |
| Physical Save | 63 |
| Spell Save | 50 |
| Mental Save | 51 |
Defense: Resistances
| Nature | + 19%( 70%) |
| Lightning | + 58%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 28%( 70%) |
| Cold | + 30%( 70%) |
| Mind | + 9%( 70%) |
| Fire | + 40%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Bleed Resistance | 20% |
| Confusion Resistance | 21% |
| Stun Resistance | 20% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
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 255 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 682% 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 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. | active |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
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 Strength by +5. | done |
You failed to protect the lost sun paladin from death by bee swarm. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 10. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed giant spider spinneret. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You 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! | 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 | Emelutira the Darkglory (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str +5 Dex +4 Wil +1 Con +8 Lck offense ------ Ignore resists +5% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Armor +3 Stealth +10 other ------- Infravision +2 A pair of boots made of leather. |
| Light source | bright alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego+] Disrupt/Master While equipped: defense ------ Resistance +3% all Spell save +7 (+3 eff.) other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Goba' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil +1 Con offense ------ Mindpower +10 (+4 eff.) On-Hit (Melee): * 10% chance to slow global speed by 53% defense ------ Armor +4 Fatigue +4% Resistance +15% lightning Physical save +7 (+2 eff.) Mind save +14 (+4 eff.) other ------- Psi when Hit +0.16 Battle Cry: Puts all charms on 24 turn cooldown Effective talent level: 2.6 Power cost 24 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+4 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+5 eff.) Life +100.00 other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 140.00 arcane damage and stunned). Uses 85 power out of 72/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | innervating yew totem of healing [power 278] (13 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 13 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 14.41 cold and 12.53 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 5.37 You won the Ring of Blood trial, and this is your reward. |
| Around neck | Xerewyn the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Psionic While equipped: Stats +5 Str +2 Wil offense ------ Mind Crit +8% Mindpower +7 (+3 eff.) Damage +12% mind defense ------ Resistance +9% lightning Mind save +8 (+2 eff.) Confus Resist +11% Amulets make your neck look great! |
| In main hand | stralite mace of massacre (40-56 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego] Master Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% Blunt and deadly. |
| Around waist | Bileidol1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: defense ------ Armor +6 Resistance +10% lightning +8% temporal +3% nature Crit Resistance 5.00% Healmod +15% Silence Resist +20% Stun Resist +20% A belt that goes around your waist. |
| In off hand | Dredig the Dusksweep (0 def, 21 armour, 48-58 power, 242.5 block)7.0 Encumbrance T4 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 48.5 - 58.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +242 On-Hit, radius 1 +12 darkness On Hit: * Deal physical damage equal to your armor (86) While equipped: Stats +4 Con offense ------ Spell Crit +4% defense ------ Armor +21 Fatigue +8% Resistance +21% lightning Physical save +13 (+3 eff.) other ------- Mana/turn +0.16 Talents +1 Block Handheld deflection devices. |
| Cloak | Dagoyon the cashmere cloak (27 def, 6 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ When Hit 8 acid defense ------ Armor +6 Defense +27 (+9 eff.) Resistance +12% light +12% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xanuthra (0 def, 21 armour)17.0 Encumbrance T3 massive armor [Rare] Master While equipped: defense ------ Armor +21 Fatigue +22% Resistance +24% fire +3% mind +15% temporal Cut Resist +20% Disarm Resist +20% A suit of armour made of metal plates. |
Inventory
heroism infusion of the titan (die at -318; dur 7; cd 25)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -318 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 636 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 7; phase 19; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 209; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stabilizing gold amulet of cunning (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +15% temporal Pinning Resist +20% Knockbk Resist +25% Amulets make your neck look great! |
wanderer's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
flaming dwarven-steel dagger (16-20 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-Hit, radius 1 +6 fire Sharp, short and deadly. |
thought-forged dwarven-steel greatsword of massacre (47-75 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 47.0 - 75.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 mind On Hit: * 23% chance to reduce all saves and defense by 26 While equipped: Stats +5 Cun +3 Wil Massive two-handed swords. |
Merkul's Second Eye4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 Projectile Speed +400% On Hit: 100% Arcane Eye level 4 While equipped: offense ------ On-Ranged-Hit 25 arcane other ------- Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
dwarven-steel longsword of evisceration (23-32 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master Weapon Damage 23.5 - 32.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Critical: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+3 eff.) Sharp, long, and deadly. |
thought-forged dwarven-steel longsword (22-31 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego] Psionic Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +5 mind On Hit: * 21% chance to reduce all saves and defense by 26 While equipped: Stats +2 Cun +2 Wil Sharp, long, and deadly. |
Icerip (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Disrupt Weapon Damage 14.5 - 20.3 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% Damage Against +8% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +4 Str +2 Dex +2 Mag +4 Con defense ------ Resistance +3% cold +3% fire Blunt and deadly. |
dwarven-steel mace of rage (29-40 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Master Weapon Damage 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +5% physical Accuracy +5 (+2 eff.) Blunt and deadly. |
yew starstaff of channeling (20-24 power, 4 apr, temporal element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +19 (+5 eff.) Damage +20% temporal other ------- Mana/turn +0.38 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Lisema (30-42 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 30.0 - 42.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.5% Attack Speed 100% While equipped: Stats +1 Dex offense ------ Ignore Armor +1 defense ------ Resistance +9% temporal +4% physical Unlife -40.00 life One-handed war axes. |
arcing dwarven-steel waraxe of shearing (22-30 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ Ignore resists +7% all Accuracy +11 (+4 eff.) Ignore Armor +7 One-handed war axes. |
Focus Whip (19-20 power, 7 apr)3.0 Encumbrance T3 whip 1H weapon [Unique] Psionic Weapon Damage 19.0 - 20.9 Mind Uses 20% Wil, 10% Cun, 70% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Accuracy Stat Wil Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% On Critical: * Try to fry your enemies brain (25% chance to brainlock) While equipped: offense ------ Mind Crit +3% Mindpower +10 (+4 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 9 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
noble's rough leather belt of dampening1.0 Encumbrance T1 belt armor [Ego++] Nature/Master While equipped: Stats +3 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Resistance +5% acid +6% fire +6% lightning +6% cold Resist Against +18% Summoned A belt that goes around your waist. |
Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+7 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
enveloping cashmere cloak of Iron Throne (9 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +9 (+3 eff.) Physical save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Eilinaganne' (22 def, 8 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Con offense ------ Physical Crit +2.0% Damage +9% arcane +3% physical defense ------ Armor +8 Defense +22 (+7 eff.) Physical save +6 (+2 eff.) Knockbk Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Normal] While equipped: defense ------ Resistance +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
umbral drakeskin leather gloves of magic (+4) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego] Arcane While equipped: Stats +4 Mag offense ------ On-Hit 10 darkness Damage +5% arcane +5% darkness defense ------ Armor +3 Resistance +8% darkness 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. |
insulating cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Defense +2 (+1 eff.) Resistance +7% fire +8% cold A pointy cloth hat, very wizardly... |
thaloren dwarven-steel helm of knowledge (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +2 Cun +6 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +4 Fatigue +4% Resistance +5% blight Mind save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening dwarven-steel plate armour of implacability (0 def, 17 armour)17.0 Encumbrance T3 massive armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +17 Fatigue +18% Physical save +7 (+2 eff.) Mind save +11 (+3 eff.) A suit of armour made of metal plates. |
Titanic (20 def, 18 armour, 48-57 power, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+7 eff.) Ranged Defense +10 (+3 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
dwarven-steel shield (0 def, 6 armour, 32-38 power, 77.5 block)7.0 Encumbrance T3 shield armor [Normal] When used to Attack: Weapon Damage 32.0 - 38.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +77 While equipped: defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
109 alchemist agate0.0 Encumbrance 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. |
8 onyx0.0 Encumbrance 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. |
2 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. |
7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
7 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
pouch of dwarven-steel shots (19/19, 30-36 power, 3 apr)3.0 Encumbrance T3 shot ammo [Normal] Weapon Damage 30.0 - 36.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Bossman the Dwarf Bulwark level 21
29th Dearth 122nd year of Ascendancy at 21:01 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Bossman the Dwarf Bulwark level 28
32nd Stralite 123rd year of Ascendancy at 04:46 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Bossman the Dwarf Bulwark level 18
9th Wealth 122nd year of Ascendancy at 04:12 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Bossman the Dwarf Bulwark level 18
17th Wealth 122nd year of Ascendancy at 13:37 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bossman the Dwarf Bulwark level 25
12nd Stralite 123rd year of Ascendancy at 19:12 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Bossman the Dwarf Bulwark level 27
31st Stralite 123rd year of Ascendancy at 21:01 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bossman the Dwarf Bulwark level 30
19th Voratun 123rd year of Ascendancy at 22:11 see stats
Level 10 (Roguelike)
Got a character to level 10.By Bossman the Dwarf Bulwark level 10
2nd Profit 122nd year of Ascendancy at 14:46 see stats
Level 20 (Roguelike)
Got a character to level 20.By Bossman the Dwarf Bulwark level 20
1st Dearth 122nd year of Ascendancy at 04:39 see stats
Level 30 (Roguelike)
Got a character to level 30.By Bossman the Dwarf Bulwark level 30
12nd Voratun 123rd year of Ascendancy at 19:09 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Bossman the Dwarf Bulwark level 24
1st Iron 123rd year of Ascendancy at 03:11 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Bossman the Dwarf Bulwark level 27
22nd Stralite 123rd year of Ascendancy at 21:57 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Bossman the Dwarf Bulwark level 25
9th Stralite 123rd year of Ascendancy at 12:10 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Bossman the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 23:16 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Bossman the Dwarf Bulwark level 8
1st Acquisition 122nd year of Ascendancy at 23:55 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Bossman the Dwarf Bulwark level 24
11st Gold 123rd year of Ascendancy at 00:48 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Bossman the Dwarf Bulwark level 17
43rd Profit 122nd year of Ascendancy at 12:20 see stats
Unstoppable (Roguelike)
Returned from the dead.By Bossman the Dwarf Bulwark level 27
21st Stralite 123rd year of Ascendancy at 23:29 see stats
Log
Bossman starts regenerating health quickly.
Sleeping Velutira uses Dissolve.
Sleeping Velutira performs a melee critical strike against Bossman!
Bossman loses sight!
Bossman instinctively hardens his skin and ignores the attack!
Bossman repels an attack from Something.
Something performs a melee critical strike against Bossman!
Bossman stops bleeding.
Bossman is no longer attuned.
Bossman HEALS from cold damage!
Bossman HEALS from nature damage!
Bossman HEALS from darkness damage!
Bossman HEALS from mind damage!
Bossman HEALS from acid damage!
Melee retaliation hits Sleeping Velutira for 1 acid, 1 acid, 1 acid (4 total damage).
Thorn Grab from Sleeping Velutira hits Bossman for (21 antimagic), 0 nature, 5 healing (0 total damage) [5 healing].
Something hits Bossman for (5 antimagic), 0 cold, 1 healing, 5 mind, 1 healing, (3 antimagic), 0 darkness, (5 antimagic), 0 cold, 1 healing, 5 mind, 1 healing, (3 antimagic), 0 darkness, (5 antimagic), 0 cold, 1 healing, 5 mind, 1 healing, (3 antimagic), 0 darkness, (2 antimagic), 0 acid, (5 antimagic), 0 cold, 1 healing, 2 mind, (3 antimagic), 0 darkness, (5 antimagic), 0 cold, 1 healing, 5 mind, 1 healing, (3 antimagic), 0 darkness, (5 antimagic), 0 cold, 1 healing, 2 mind, (3 antimagic), 0 darkness, (4 antimagic), 0 cold, 1 healing, 5 mind, 1 healing, (3 antimagic), 0 darkness (33 total damage) [15 healing].
Bossman attunes to the damage.
Bossman HEALS from acid damage!
Something hits Bossman for (30 antimagic), 138 acid, 35 healing (139 total damage) [35 healing].
Something performs a melee critical strike against Bossman!
Bossman HEALS from physical damage!
Bossman HEALS from darkness damage!
Raze hits Bossman for (6 antimagic), 0 darkness, 1 healing (0 total damage) [1 healing].
Something hits Bossman for 25 physical, 4 healing (25 total damage) [4 healing].
Something hits Bossman for 0 arcane damage.
Bossman instinctively hardens his skin and ignores the attack!
Bossman repels an attack from Something.
Something hits Bossman for (30 antimagic), 198 acid (199 total damage).
Bossman the level 30 dwarf bulwark was scalded to death by Sleeping Velutira on level 2 of Dreadfell.































































































