











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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Roguelike |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 16 / 86% |
Size | medium |
Lifes / Deaths | Killed by Kkada at level 16 on the 1st Dearth 122nd year of Ascendancy at 04:16 / 1 |
Primary Stats
Strength | 52 (base 43) |
Dexterity | 13 (base 12) |
Constitution | 42 (base 32) |
Magic | 11 (base 10) |
Willpower | 16 (base 10) |
Cunning | 11 (base 10) |
Resources
Life | -76/848 |
Stamina | 131/173 |
Healing Factor | 1.363988003127 |
Regeneration | 3.0689730070357 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 67 |
Accuracy | 30 |
Crit Chance | 14% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +3% |
Blight | +8% |
Physical | +9% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 46.723073231957 (96.438666929426%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 25 |
Physical Save | 36 |
Spell Save | 26 |
Mental Save | 26 |
Defense: Resistances
Lightning | + 37%( 70%) |
Fire | + 18%( 70%) |
Cold | + 19%( 70%) |
Arcane | + 15%( 70%) |
Mind | + 15%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Stun Resistance | 10% |
Disarm Resistance | 23% |
Poison Resistance | 10% |
Knockback Resistance | 63% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% 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: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed minotaur nose. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% physical ----- def ----- Armour +3 Defense +17 (+9 eff.) ---------- misc Light +1 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +5 Str +1 Dex +1 Cun +2 Con ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +13% ---------- 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. |
On head | ![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 25.31 to 75.94 lightning damage (50.63 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil +3 Con dps ---------- Melee+ 7 acid 6 fire 3 cold 5 lightning ----- def ----- Armour +13 Fatigue +5% Resists +5% arcane +6% mind Mind.save +15 (+7 eff.) Max.HP +109.00 Poison- +10% 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 | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +3% Res.pen +5% blight Phasing +30% ---------- misc Mana/s.crit +1.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 114 physical damage Puts all charms on 15 cooldown 100% to heal for 33. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+5 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Melee Ret 6 fire ----- def ----- Resists +9% lightning +9% fire Max.HP +23.00 Disarm- +23% Pinning- +21% Knockbk- +23% ---------- misc Light +2 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 100% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +24 Melee+ +11 lightning While equipped: Stats +2 Dex dps ---------- Melee Ret 2 lightning ----- def ----- Armour +2 Fatigue +8% Resists +11% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +5 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Die.at -40.00 life Max.HP +31.00 Silence- +20% Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Crit.mult +10.00% Dmg.mod +9% physical Acc +15 (+6 eff.) ----- def ----- Armour +7 Defense +5 (+3 eff.) Fatigue +22% Die.at -20.00 life HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 63 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 182 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Technique/Shield defense Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +8 See.Invis +5 Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Normal] Power 115% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 150% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +20 fire While equipped: dps ---------- Dmg.mod +9% fire Res.pen +10% all Acc +7 (+3 eff.) Apr +10 Melee Ret 2 mind ---------- misc Max.hate +8.00 Max.psi +10.00 Massive two-handed mauls. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 202.43 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 5.0 T1 staff 2H weapon [Rare] Arcane Power 105% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+5 eff.) Dmg.mod +12% blight +6% mind Res.pen +5% acid +5% lightning ----- def ----- Resists +21% acid +3% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 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. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 14 ----- def ----- Defense +1 (+1 eff.) Resists +3% light +6% acid Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +9% all Poison- +20% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Acc +6 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+5 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +16% cold A suit of armour made of mail. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 99% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +21 While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 100% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +42 While equipped: ----- def ----- Armour +3 Fatigue +8% Resists +15% fire ---------- 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 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. |
![]() 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. |
![]() 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. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 Kkada the Dwarf Bulwark level 10
26th Profit 122nd year of Ascendancy at 14:51 see stats
By Kkada the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 01:40 see stats
By Kkada the Dwarf Bulwark level 16
27th Wealth 122nd year of Ascendancy at 12:39 see stats
By Kkada the Dwarf Bulwark level 8
23rd Profit 122nd year of Ascendancy at 02:43 see stats
Log
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Rested for 18 turns (stop reason: suffocating).
Unstable sand tunnel hits Kkada for 382 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Kkada is recovering from the damage!
Unstable sand tunnel hits Kkada for 211 physical damage.
Kkada uses Infusion: Healing.
Kkada receives 169 healing from Infusion: Healing.
Kkada uses Infusion: Wild.
Kkada lessens the pain.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Kkada for 156 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Kkada starts suffocating to death!
Kkada is suffocating.
Unstable sand tunnel hits Kkada for 121 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Kkada for 42 physical damage.
Kkada feels pain again.
Kkada the level 16 dwarf bulwark suffocated to death on level 1 of Sandworm lair.