











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.5.0Official 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 1.5.5This 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 Embers of Rage 1.5.0Official 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:
Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 21 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Adonne the eternal bone giant at level 21 on the 19th Steel 123rd year of Ascendancy at 12:20 / 1 |
Primary Stats
| Strength | 61 (base 50) |
| Dexterity | 24 (base 22) |
| Constitution | 51 (base 46) |
| Magic | 43 (base 33) |
| Willpower | 35 (base 21) |
| Cunning | 12 (base 10) |
Resources
| Life | -6/824 |
| Positive | 22/110 |
| Stamina | 222/222 |
| Healing Factor | 1.5982805429864 |
| Regeneration | 36.834217070687 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 25.703251193202 |
| See Invisible | 24.703251193202 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 47 |
| Crit Chance | 23% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +27% |
| Light | +8% |
| Mind | +17% |
| Fire | +36% |
| All | +5% |
Offense: Damage Penetration
| Lightning | +10% |
| Fire | +25% |
| Physical | +6% |
Defense: Base
| Armour (hardiness) | 71.19801068496 (100%) |
| Defense | 25 |
| Ranged Defense | 29 |
| Fatigue | 25 |
| Physical Save | 55 |
| Spell Save | 59 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Physical | + 18%( 70%) |
| Cold | + 29%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 17%( 70%) |
| Lightning | + 64%( 75%) |
| Fire | + 45%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Bleed Resistance | 50% |
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Silence Resistance | 37% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
| detrimental effect | The target is on fire, taking 71.67 fire damage per turn. Burning |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+14). Continuum Destabilization |
| beneficial effect | The target's skin turns to stone, granting 17 armour, 21 physical save and 21 spell save. Dwarven Resilience |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by fire drake. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 20. | 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. | 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: * You've found the needed wretchling eyeball. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed honey tree root. * You've found the needed bear paw. | 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 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of iron boots of invasion (0 def, 3 armour)3.0 T1 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Res.pen +6% physical ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +22% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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 | Elenibers the Thunderhack (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind +12% lightning Res.pen +10% lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +1 Fatigue +1% Resists +20% lightning +5% temporal A cap made of leather. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Chain Lightning: Level 3.0 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 41.16 to 123.49 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 151.93 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
| On fingers | Starscar the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +11% fire ----- def ----- Resists +12% lightning +22% fire Phys.save +3 (+1 eff.) Silence- +15% Rings can have magical properties. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+4 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +5% all Acc +2 (+1 eff.) ----- def ----- Armour +6 Max.HP +40.00 HP.reg +1.90 Heal.mod +19% Stun/Frz- +24% Can be unequipped or rerolled. 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? |
| Around neck | Borethad the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +3 Mag ----- def ----- Fatigue -10% Heal.mod +13% Cut- +50% ---------- misc Infravis +3 Telepathy Humanoid/Orc Heal: Puts all charms on 35 cooldown Level 1.0 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 145 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Everpyre Blade (38-53.2 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +18.0% Atk.spd 100% Dmg.conv 50% fire While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire Fire Breath: Level 2.0 Pwr.cost 25 out of 22/25. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 249.44 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
| Around waist | nightruned hardened leather belt1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +7% light +7% darkness A belt that goes around your waist. |
| In off hand | Glatha (8 def, 8 armour, 29.5-35.4 power, 127.5 block)7.0 T3 shield armor [Random Unique] Arcane/Master When used to Attack: Power 29.5 - 35.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +128 Melee+ +11 acid +12 lightning On Hit: * 20% chance to corrode armour by 30% While equipped: Stats +1 Dex +2 Con dps ---------- On Melee Ret: * 13% chance to daze at end of turn * 12% chance to corrode armour by 30% ----- def ----- Armour +8 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +22% acid +12% lightning ---------- misc See.Invis +9 Talents +3 Block Handheld deflection devices. |
| Cloak | enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Wil +2 Mag ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Blazesmash' (12 def, 15 armour)17.0 T2 massive armor [Random Unique] Master/Psionic While equipped: Stats +3 Mag +2 Wil +2 Cun dps ---------- Res.pen +10% fire ----- def ----- Armour +15 Defense +12 (+6 eff.) Fatigue +20% Resists +6% physical +19% cold Crit.dmg- 10.00% Phys.save +14 (+5 eff.) Mind.save +16 (+8 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of metal plates. |
Inventory
restful copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% HP.reg +1.00 Amulets can have magical properties. |
warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +6 (+3 eff.) Confus- +20% Rings can have magical properties. |
steady rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +23% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
enlightening stralite mail armour of the deep (4 def, 10 armour)14.0 T4 heavy armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +16% Resists +7% acid +6% cold Mind.save +13 (+6 eff.) ---------- misc Breathe water A suit of armour made of mail. |
Glidawyn the Duathelpain (6 def, 2 armour, 21-25.2 power, 41.5 block)7.0 T2 shield armor [Random Unique] Arcane/Master When used to Attack: Power 21.0 - 25.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +42 Melee+ +12 fire On Crit: * smash the target with your shield crippling them While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Phys.pwr +6 (+1 eff.) Melee Ret 8 darkness 14 fire ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +13% fire +4% physical +19% cold Cut- +25% ---------- misc Talents +2 Block Handheld deflection devices. |
shocking dwarven-steel shield of fire resistance (+18%) (8 def, 2 armour, 32-38.4 power, 83 block)7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +83 On Hit: * 11% chance to daze at end of turn While equipped: dps ---------- Melee+ 5 lightning Melee Ret 13 lightning ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +18% fire ---------- misc Talents +3 Block Handheld deflection devices. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
53 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
1000 Strings of Compressed Time 1000 Strings of Compressed Time0.0 T5 gift gem [Legendary] Unknown While carried: Light +8 Become a near god for 1000 turns (usable only once!). Uses 1 power out of 1/1 This looks like a time fragment of the timestream, all compressed in a time ball of power! |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 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. |
Crystal Focus0.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Grimnir the Dwarf Bulwark level 7
25th Voratun 122nd year of Ascendancy at 06:36 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Grimnir the Dwarf Bulwark level 13
34th Profit 122nd year of Ascendancy at 20:56 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Grimnir the Dwarf Bulwark level 18
18th Shortage 122nd year of Ascendancy at 20:26 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Grimnir the Dwarf Bulwark level 21
26th Shortage 122nd year of Ascendancy at 02:43 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Grimnir the Dwarf Bulwark level 10
15th Profit 122nd year of Ascendancy at 20:12 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Grimnir the Dwarf Bulwark level 20
22nd Shortage 122nd year of Ascendancy at 19:27 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Grimnir the Dwarf Bulwark level 8
4th Profit 122nd year of Ascendancy at 15:19 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Grimnir the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 22:01 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Grimnir the Dwarf Bulwark level 8
12nd Profit 122nd year of Ascendancy at 21:52 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Grimnir the Dwarf Bulwark level 11
18th Profit 122nd year of Ascendancy at 20:14 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Grimnir the Dwarf Bulwark level 16
13rd Wealth 122nd year of Ascendancy at 22:25 see stats
Log
Adonne the eternal bone giant's glacial vapour area effect hits Grimnir for 18 cold damage.
Adonne the eternal bone giant's aether beam hits Grimnir for 8 arcane damage.
Adonne the eternal bone giant's aether beam hits Grimnir for 8 arcane damage.
Adonne the eternal bone giant's aether beam hits Grimnir for 8 arcane damage.
Adonne the eternal bone giant's aether beam hits Grimnir for 8 arcane damage.
Adonne the eternal bone giant stops surging mana.
Adonne the eternal bone giant casts Flame.
Grimnir is on fire!
Adonne the eternal bone giant hits Grimnir for 65 fire damage.
Burning from Adonne the eternal bone giant hits Grimnir for 22 fire damage.
Adonne the eternal bone giant's glacial vapour area effect hits Grimnir for 18 cold damage.
Skeleton magus casts Flame.
Skeleton magus's spell attains critical power!
Adonne the eternal bone giant casts Manathrust.
Adonne the eternal bone giant's spell attains critical power!
Adonne the eternal bone giant hits Grimnir for 235 arcane damage.
Grimnir uses Resilience of the Dwarves.
Grimnir's skin turns to stone.
Grimnir uses Infusion: Regeneration.
Grimnir starts regenerating health quickly.
Skeleton magus's Flame hits Grimnir for 87 fire damage.
Burning from Adonne the eternal bone giant hits Grimnir for 39 fire damage.
Adonne the eternal bone giant's glacial vapour area effect hits Grimnir for 18 cold damage.
Grimnir resists!
Adonne the eternal bone giant's aether beam hits Grimnir for 79 arcane damage.
Grimnir resists!
Adonne the eternal bone giant's aether beam hits Grimnir for 79 arcane damage.
Saving game...







































































