











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official 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 Adventure |
Sex | Male |
Race | Ogre |
Class | Bulwark |
Level / Exp | 29 / 85% |
Size | huge |
Lifes / Deaths | Killed by corrupted grannor'vin at level 14 on the 47th Haze 122nd year of Ascendancy at 19:06 0 / 7Killed by Rat Lich at level 19 on the 79th Haze 122nd year of Ascendancy at 12:31 Killed by Siloyata the telugoroth at level 24 on the 64th Regrowth 123rd year of Ascendancy at 10:01 Killed by elven corruptor at level 25 on the 71st Regrowth 123rd year of Ascendancy at 01:55 Killed by Grand Corruptor at level 25 on the 72nd Regrowth 123rd year of Ascendancy at 20:52 Killed by Veladakira the greater faeros at level 25 on the 73rd Regrowth 123rd year of Ascendancy at 07:36 Killed by Layenne the eternal bone giant at level 29 on the 75th Pyre 123rd year of Ascendancy at 02:58 |
Primary Stats
Strength | 130 (base 60) |
Dexterity | 68 (base 57) |
Constitution | 39 (base 12) |
Magic | 13 (base 10) |
Willpower | 19 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -93/1124 |
Stamina | 150/236 |
Healing Factor | 1.5762543368032 |
Regeneration | 11.427843941823 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 17.342941493866 |
See Invisible | 17.342941493866 |
Offense: Mainhand
Damage | 187 |
Accuracy | 55 |
Crit Chance | 24% |
APR | 35 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 13 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Acid | +18% |
Light | +10% |
Nature | +5% |
Cold | +12% |
Physical | +9% |
Fire | +13% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Mind | +25% |
Physical | +10% |
Fire | +15% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 82.723073231957 (96.438666929426%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 29 |
Mental Save | 29 |
Defense: Resistances
Acid | -2%( 70%) |
Blight | + 46%( 70%) |
Physical | + 25%( 70%) |
Cold | + 35%( 70%) |
All | + 11%( 70%) |
Lightning | + 35%( 70%) |
Light | + 38%( 70%) |
Fire | + 55%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 23% |
Poison Resistance | 11% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -471 life. The duration and life will increase by 1% for every 1% life you have lost (currently 982 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 49% 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: 10 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 653 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield defense | 1.62 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Battle tactics | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.62 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 61. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * '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 giant spider spinneret. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed wretchling eyeball. * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. | 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 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% cold Apr +4 ----- def ----- Armour +7 Fatigue +3% Phys.save +9 (+2 eff.) ---------- misc Max.stam +30.00 Infravis +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 | ![]() 1.0 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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Wil +2 Cun +4 Con dps ---------- Phys.pwr +30 (+6 eff.) Mind.pwr +4 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +3% Resists +4% all Phys.save +8 (+2 eff.) Disease- +15% A cap made of leather. It was changed by the digestive sack. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +3 Dex dps ---------- Melee+ 6 nature 9 cold Dmg.mod +5% nature +6% cold Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +7% cold +7% nature Phys.save +7 (+2 eff.) Mind.save +7 (+4 eff.) Disarm- +23% ---------- misc Light +3 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. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +9% physical Res.pen +10% physical ----- def ----- Armour +8 ---------- misc Stam/turn +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.crit +1% Dmg.mod +12% lightning +13% fire Res.pen +10% mind ----- def ----- Resists +5% blight +26% fire +6% nature +24% lightning Poison- +11% Disease- +12% ---------- misc Max.hate +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +18% acid Res.pen +15% mind ----- def ----- Resists +3% blight ---------- misc Equi/ret +0.08 Hate/m.crit +4.00 Max.hate +8.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +1 Mag +4 Con dps ---------- Res.pen +5% lightning ----- def ----- Phys.save +15 (+4 eff.) Max.HP +47.00 HP.reg +4.00 ---------- misc Light +1 Infravis +3 Masteries +0.32 Technique/Shield defense +0.32 Technique/Combat veteran Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 34.0 - 51.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +29 Crit +6.5% Atk.spd 100% Phasing +21% Melee+ +16 darkness Against +14% Living On Crit.r2 +12 physical On Crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +13 (+2 eff.) Res.pen +15% fire Apr +2 ----- def ----- Armour +2 Massive two-handed battleaxes. |
Around waist | ![]() 1.0 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 | ![]() 7.0 T4 shield armor Reqs Shield usage training [Random Unique] Master When used to Attack: Power 52.5 - 63.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +204 Melee+ +16 darkness +4 lightning While equipped: Stats +5 Str +3 Dex +5 Con dps ---------- Res.pen +20% darkness Acc +12 (+4 eff.) ----- def ----- Armour +16 Fatigue +8% Resists +23% fire Phys.save +5 (+1 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Cosmetic Item] Nature While equipped: ----- def ----- Resists +11% nature +11% blight Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life HP.reg +1.00 Heal.mod +11% A stylish kruk-style cloak, to look awesome. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+4 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 765% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 51% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 10 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 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Nature Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +10 Con +12 Wil ----- def ----- Max.HP +42.00 Massive two-handed battleaxes. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +13% acid ----- def ----- Resists +19% acid +7% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Mag +5 Con dps ---------- Melee Ret 10 light ----- def ----- Armour +4 Fatigue +3% Resists +8% lightning +9% temporal ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +9 Con dps ---------- Dmg.mod +6% darkness Res.pen +20% cold ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 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. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Shieldbastard the Ogre Bulwark level 26
4th Pyre 123rd year of Ascendancy at 04:06 see stats
By Shieldbastard the Ogre Bulwark level 14
38th Haze 122nd year of Ascendancy at 07:00 see stats
By Shieldbastard the Ogre Bulwark level 18
70th Haze 122nd year of Ascendancy at 20:25 see stats
By Shieldbastard the Ogre Bulwark level 18
69th Haze 122nd year of Ascendancy at 13:03 see stats
By Shieldbastard the Ogre Bulwark level 21
1st Regrowth 123rd year of Ascendancy at 09:47 see stats
By Shieldbastard the Ogre Bulwark level 26
4th Pyre 123rd year of Ascendancy at 01:21 see stats
By Shieldbastard the Ogre Bulwark level 10
10th Flare 122nd year of Ascendancy at 12:41 see stats
By Shieldbastard the Ogre Bulwark level 20
79th Haze 122nd year of Ascendancy at 13:34 see stats
By Shieldbastard the Ogre Bulwark level 27
28th Pyre 123rd year of Ascendancy at 13:52 see stats
By Shieldbastard the Ogre Bulwark level 23
27th Regrowth 123rd year of Ascendancy at 16:04 see stats
By Shieldbastard the Ogre Bulwark level 27
9th Pyre 123rd year of Ascendancy at 11:29 see stats
By Shieldbastard the Ogre Bulwark level 17
56th Haze 122nd year of Ascendancy at 01:55 see stats
By Shieldbastard the Ogre Bulwark level 26
4th Pyre 123rd year of Ascendancy at 04:06 see stats
By Shieldbastard the Ogre Bulwark level 19
79th Haze 122nd year of Ascendancy at 12:28 see stats
By Shieldbastard the Ogre Bulwark level 13
35th Dusk 122nd year of Ascendancy at 12:16 see stats
By Shieldbastard the Ogre Bulwark level 26
4th Pyre 123rd year of Ascendancy at 04:06 see stats
By Shieldbastard the Ogre Bulwark level 19
79th Haze 122nd year of Ascendancy at 13:34 see stats
By Shieldbastard the Ogre Bulwark level 20
80th Haze 122nd year of Ascendancy at 12:02 see stats
By Shieldbastard the Ogre Bulwark level 21
2nd Allure 123rd year of Ascendancy at 13:08 see stats
By Shieldbastard the Ogre Bulwark level 5
79th Pyre 122nd year of Ascendancy at 03:48 see stats
By Shieldbastard the Ogre Bulwark level 21
1st Allure 123rd year of Ascendancy at 21:04 see stats
By Shieldbastard the Ogre Bulwark level 25
72nd Regrowth 123rd year of Ascendancy at 03:54 see stats
By Shieldbastard the Ogre Bulwark level 16
54th Haze 122nd year of Ascendancy at 21:37 see stats
Log
Layenne the eternal bone giant uses Dual Strike.
Shieldbastard's Infusion: Regeneration is disrupted by his wounds!
Shieldbastard resists the stunning strike!
Layenne the eternal bone giant hits Shieldbastard for 3 physical, 5 blight, 4 blight, 3 physical, 4 blight, 12 lightning (32 total damage).
Shieldbastard hits Layenne the eternal bone giant for (21 parried), (60 absorbed), 16 physical, (4 absorbed), 0 darkness, (1 absorbed), 0 cold, (1 absorbed), 0 nature, (3 absorbed), 0 light (16 total damage).
Talent Shield Slam is ready to use.
Deadly Poison from Layenne the eternal bone giant hits Shieldbastard for 50 nature damage.
Bleeding from Layenne the eternal bone giant hits Shieldbastard for 3 physical damage.
Layenne the eternal bone giant hits Shieldbastard for 3 physical, 4 blight, 12 lightning, 2 physical, 5 blight, 4 blight (30 total damage).
You cannot currently leave the level.
Shieldbastard deactivates Last Stand.
There is an open mausoleum here (press '' or right click to use).
You feel very confident walking into this place.
Talent Block is ready to use.
Talent Writ Large is ready to use.
Deadly Poison from Layenne the eternal bone giant hits Shieldbastard for 50 nature damage.
Bleeding from Layenne the eternal bone giant hits Shieldbastard for 3 physical damage.
Deadly Poison from Layenne the eternal bone giant hits Shieldbastard for 50 nature damage.
Bleeding from Layenne the eternal bone giant hits Shieldbastard for 3 physical damage.
Resting starts...
Infusion: Regeneration is still on cooldown for 1 turns.
Rested for 1 turns (stop reason: taken damage).
Poison bursts out of Shieldbastard's corpse!
Talent Infusion: Regeneration is ready to use.
Deadly Poison from Layenne the eternal bone giant hits Shieldbastard for 50 nature damage.
Shieldbastard the level 29 ogre bulwark was naturalised to death by Layenne the eternal bone giant on level 1 of Last Hope Graveyard.