











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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 Roguelike |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 36 / 8% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 121 (base 60) |
Dexterity | 21 (base 12) |
Constitution | 85 (base 60) |
Magic | 16 (base 10) |
Willpower | 46 (base 28) |
Cunning | 17 (base 10) |
Resources
Life | 1427/1716 |
Stamina | 236/236 |
Equilibrium | 31 |
Healing Factor | 1.6917726352504 |
Regeneration | 6.2046556133133 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
See Invisible | 12 |
Offense: Mainhand
Damage | 142 |
Accuracy | 53 |
Crit Chance | 14% |
APR | 18 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 16 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +21% |
Light | +9% |
Physical | +18% |
All | 0% |
Nature | +20% |
Offense: Damage Penetration
Physical | +20% |
Lightning | +5% |
Mind | +10% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 97.368568469659 (30%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 78 |
Spell Save | 69 |
Mental Save | 46 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 63%( 70%) |
All | + 15%( 70%) |
Darkness | + 70%( 70%) |
Light | + 20%( 70%) |
Temporal | + 33%( 70%) |
Physical | + 18%( 70%) |
Mind | + 20%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 42% |
Instadeath Resistance | 100% |
Disarm Resistance | 26% |
Pinning Resistance | 20% |
Poison Resistance | 20% |
Knockback Resistance | 42% |
Inscriptions (3/3)
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 15% 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 674 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 213 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Shield defense | 1.50 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Precise Strikes |
talent | Antimagic Shield |
detrimental effect | Caught in a slimy tendril, reducing all damage by 39%. Slimy Tendril |
beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
beneficial effect | You gain 26% resistance against blight and darkness. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You failed to protect the injured seer from death by The One That Hunts. Escort: injured seer (level 4 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by hummerhorn. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by multi-hued drake hatchling. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by The One That Hunts. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by bandit. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the lost tinker from death by The One That Hunts. Escort: lost tinker (level 3 of Dreadfell) | failed |
You failed to protect the repented thief from death by The One That Hunts. Escort: repented thief (level 5 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by The One That Hunts. Escort: temporal explorer (level 8 of Dreadfell) | 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 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: 276. | 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 focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed vampire lord fang. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * '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 pouch of luminous horror dust. | 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! | done |
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 failed to protect her when escorting her out of the crypt. | failed |
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 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 T5 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +3 Mag dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +5 Fatigue +4% Resists +9% blight +6% temporal +5% arcane Crit.chn- 5.00% ---------- misc Stam/turn +1.30 Max.stam +21.00 See.Invis +12 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 T5 lite [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +10 (+4 eff.) ----- def ----- Resists +6% acid +12% cold +3% blight Max.HP +75.00 Pinning- +20% ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% lightning +10% mind On Hit (Melee): * 10% chance to slow global speed by 51% * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +5 Fatigue +5% Resists +3% light +15% temporal Phys.save +20 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +17 (+4 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+2 eff.) Disarm- +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +21% darkness Melee Ret 6 light ----- def ----- Resists +6% mind +20% darkness Phys.save +6 (+1 eff.) ---------- misc Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 I Can Carry The World! You have set the ring to grant you I Can Carry The World!! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Lck dps ---------- Crit.mult +12.00% Acc +17 (+5 eff.) Apr +12 ----- def ----- Defense +9 (+3 eff.) Unseen.red 13% Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Rare] Master Power 56.0 - 78.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Melee Ret 6 mind ----- def ----- Armour +6 Defense +20 (+7 eff.) Max.HP +80.00 Poison- +20% ---------- misc Equi/ret +0.20 Sharp, long, and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Crit.mult +20.00% Res.pen +10% physical ----- def ----- Die.at -60.00 life Max.HP +39.00 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 72.5 - 87.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +5.0% Block +248 While equipped: Stats +4 Dex +4 Con dps ---------- Res.pen +10% physical ----- def ----- Armour +25 Fatigue +8% Resists +2% physical +23% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +21% cold +3% light +6% darkness ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Phys.pwr +25 (+6 eff.) Dmg.mod +18% physical Melee Ret 6 physical ----- def ----- Armour +8 Defense +25 (+9 eff.) Fatigue +8% Resists +20% blight +2% physical +24% darkness ---------- misc Stam/turn +2.00 Max.hate +8.00 Light +2 A suit of armour made of leather. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 131 life over 5 turns. 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. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.4 potion [Unique] Unknown Quaff phial's content. Impawssible?! |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 202.64 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +10% nature +12% blight Heal.mod +11% Poison- +21% Disease- +20% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 263 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +14% cold Res.pen +15% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+1 eff.) Confus- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +7 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Silence- +20% ---------- misc Mana/turn +0.14 Rings make your fingers look great! |
![]() 3.0 T1 mace 1H weapon [Ego+] Psionic Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Nature Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Phasing +20% Melee+ +8 nature +4 acid While equipped: dps ---------- Apr +1 ----- def ----- Defense +15 (+5 eff.) Crit.chn- 15.00% Max.HP +100.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Disrupt Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% light ----- def ----- Resists +10% acid +6% darkness +9% lightning +9% fire +12% cold +4% all Spell.save +5 (+1 eff.) Die.at -80.00 life ---------- misc Light +3 One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Psionic Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 mind On Crit.r2 +4 blight On Hit: * 12% chance to reduce all saves and defense by 25 While equipped: Stats +1 Cun +2 Wil dps ---------- Crit.mult +5.00% Dmg.mod +9% arcane +3% mind ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Psi/ret +0.08 One-handed war axes. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Defense +9 (+3 eff.) Spell.save +5 (+1 eff.) Stealth +6 ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +5 Cun +7 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +11 Mana/turn +0.33 Max.mana +31.00 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+4 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.0 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 25.32 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid Res.pen +25% acid +10% cold +25% mind ----- def ----- Defense +2 (+1 eff.) Resists +9% acid +9% cold +9% mind Phys.save +11 (+2 eff.) Mind.save +10 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 2 acid 8 darkness On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Armour +4 Fatigue +3% Resists +3% acid +3% darkness ---------- misc Stam/turn +0.40 Max.stam +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Melee Ret 2 fire ----- def ----- Armour +3 Fatigue +2% Resists +3% light +6% fire ---------- misc Stam/turn +0.30 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+4 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 HP.reg +1.00 Heal.mod +12% Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +4.00 ---------- misc Stam/turn +0.80 Max.stam +15.00 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. |
![]() 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 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 (+3 eff.) Spell.save +12 (+3 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +21% lightning +17% cold +6% light Phys.save +6 (+1 eff.) Die.at -60.00 life Max.HP +40.00 Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +19 Defense +2 (+1 eff.) Fatigue +7% Phys.save +5 (+1 eff.) A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+5 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Mind.pwr +20 (+7 eff.) ----- def ----- Armour +7 Fatigue +22% Resists +3% acid +6% physical +3% mind Phys.save +11 (+2 eff.) ---------- misc Equi/ret +0.12 A suit of armour made of metal plates. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +16% lightning A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Crit.r2 +12 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +15% mind +25% temporal ----- def ----- Armour +4 Fatigue +8% Resists +6% mind +12% physical Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +81 Melee+ +10 cold While equipped: Stats +2 Wil dps ---------- Melee+ 7 cold On shield block: * Deals 132 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 9 ice ----- def ----- Armour +6 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 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. |
![]() 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 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% 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 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 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. |
![]() 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.(103 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +9 (+2 eff.) Blind- +21% Confus- +15% ---------- misc Light +8 See.Stealth +5 See.Invis +7 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 66% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light 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 Shitld the Dwarf Bulwark level 36
1st Voratun 123rd year of Ascendancy at 13:28 see stats
By Shitld the Dwarf Bulwark level 22
27th Dearth 122nd year of Ascendancy at 19:34 see stats
By Shitld the Dwarf Bulwark level 35
33rd Stralite 123rd year of Ascendancy at 18:45 see stats
By Shitld the Dwarf Bulwark level 15
1st Wealth 122nd year of Ascendancy at 17:01 see stats
By Shitld the Dwarf Bulwark level 24
2nd Shortage 122nd year of Ascendancy at 22:57 see stats
By Shitld the Dwarf Bulwark level 29
6th Iron 123rd year of Ascendancy at 17:15 see stats
By Shitld the Dwarf Bulwark level 8
27th Voratun 122nd year of Ascendancy at 08:48 see stats
By Shitld the Dwarf Bulwark level 23
30th Loss 122nd year of Ascendancy at 12:15 see stats
By Shitld the Dwarf Bulwark level 20
10th Dearth 122nd year of Ascendancy at 15:02 see stats
By Shitld the Dwarf Bulwark level 36
44th Stralite 123rd year of Ascendancy at 08:04 see stats
By Shitld the Dwarf Bulwark level 32
26th Stralite 123rd year of Ascendancy at 07:38 see stats
By Shitld the Dwarf Bulwark level 22
27th Dearth 122nd year of Ascendancy at 19:59 see stats
By Shitld the Dwarf Bulwark level 31
30th Iron 123rd year of Ascendancy at 22:19 see stats
By Shitld the Dwarf Bulwark level 10
7th Profit 122nd year of Ascendancy at 01:20 see stats
By Shitld the Dwarf Bulwark level 20
8th Dearth 122nd year of Ascendancy at 21:35 see stats
By Shitld the Dwarf Bulwark level 30
8th Iron 123rd year of Ascendancy at 11:45 see stats
By Shitld the Dwarf Bulwark level 32
17th Gold 123rd year of Ascendancy at 19:11 see stats
By Shitld the Dwarf Bulwark level 22
33rd Dearth 122nd year of Ascendancy at 06:18 see stats
By Shitld the Dwarf Bulwark level 33
27th Stralite 123rd year of Ascendancy at 15:27 see stats
By Shitld the Dwarf Bulwark level 29
5th Iron 123rd year of Ascendancy at 03:56 see stats
By Shitld the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 17:05 see stats
By Shitld the Dwarf Bulwark level 12
13rd Profit 122nd year of Ascendancy at 19:43 see stats
By Shitld the Dwarf Bulwark level 22
27th Dearth 122nd year of Ascendancy at 19:34 see stats
By Shitld the Dwarf Bulwark level 24
1st Shortage 122nd year of Ascendancy at 15:28 see stats
By Shitld the Dwarf Bulwark level 31
25th Steel 123rd year of Ascendancy at 15:02 see stats
By Shitld the Dwarf Bulwark level 22
4th Loss 122nd year of Ascendancy at 09:52 see stats
By Shitld the Dwarf Bulwark level 22
3rd Loss 122nd year of Ascendancy at 16:43 see stats
By Shitld the Dwarf Bulwark level 27
10th Shortage 122nd year of Ascendancy at 18:12 see stats
By Shitld the Dwarf Bulwark level 18
24th Wealth 122nd year of Ascendancy at 06:30 see stats
By Shitld the Dwarf Bulwark level 35
33rd Stralite 123rd year of Ascendancy at 16:08 see stats
Log
Chitinous spider uses Infusion: Healing.
Chitinous spider misses Shitld.
Chitinous spider receives 119 healing from Infusion: Healing.
Shitld is free from the tendril.
The One That Hunts casts Tendrils Eruption.
Shitld is caught by a slimy tendril.
Melee retaliation hits The One That Hunts for 0 physical, 0 light, 0 mind (0 total damage).
The One That Hunts hits Shitld for (39 antimagic), 88 darkness (88 total damage).
The One That Hunts's morale has been lowered.
Shitld hits Chitinous spider for 117 physical damage.
Chitinous spider misses Shitld.
Chitinous spider is less vulnerable.
The One That Hunts casts Blightlash.
The One That Hunts performs a melee critical strike against Shitld!
Melee retaliation hits The One That Hunts for 0 physical, 0 light, 0 mind, 0 physical, 0 light, 0 mind (0 total damage).
The One That Hunts hits Shitld for (39 antimagic), 0 blight, (39 antimagic), 29 blight (29 total damage).
Chitinous spider misses Shitld.
The One That Hunts's morale has been lowered.
Shitld hits Chitinous spider for 115 physical damage.
Shitld killed Chitinous spider!
Talent Repulsion is ready to use.
The One That Hunts casts Blightlash.
Melee retaliation hits The One That Hunts for 0 physical, 0 light, 0 mind, 0 physical, 0 light, 0 mind (0 total damage).
The One That Hunts hits Shitld for (37 antimagic), 0 blight, (39 antimagic), 6 blight (6 total damage).
Saving game...
Saving done.