
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/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 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 13 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 13 on the 18th Profit 122nd year of Ascendancy at 10:10 / 1 |
Primary Stats
| Strength | 48 (base 37) |
| Dexterity | 10 (base 12) |
| Constitution | 32 (base 26) |
| Magic | 8 (base 10) |
| Willpower | 22 (base 13) |
| Cunning | 19 (base 10) |
Resources
| Life | -65/661 |
| Stamina | 126/176 |
| Healing Factor | 1.1724420161894 |
| Regeneration | 10.858333517503 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 37 |
| Crit Chance | 6% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +6% |
| Nature | +10% |
Offense: Damage Penetration
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 39.317011280366 (72.903125182002%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 20 |
| Physical Save | 31 |
| Spell Save | 29 |
| Mental Save | 22 |
Defense: Resistances
| Lightning | + 28%( 70%) |
| Light | + 10%( 70%) |
| Nature | + 10%( 70%) |
| Cold | + 21%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 17%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 44% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You failed to protect the lost tinker from death by Xeryra the copperhead snake. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | 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. | active |
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 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 |
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 |
Equipment
| On feet | pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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 | linen wizard hat 'Silybeth' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +5% fire +3% nature +15% cold Spell.save +3 (+2 eff.) A pointy cloth hat, very wizardly... |
| On hands | Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+2 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | copper ring 'Emelutira'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +5.00% Acc +5 (+2 eff.) ----- def ----- HP.reg +2.00 Stun/Frz- +20% ---------- misc Stam/turn +1.00 See.Invis +9 Rings make your fingers look great! |
| On fingers | Turoharabar the Glimmerfurnace0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- S.pwr/crit +2 Dmg.mod +6% light ----- def ----- Resists +3% light HP.reg +2.00 Stun/Frz- +24% ---------- misc Vim/s.crit +2.00 Max.vim +40.00 Light +2 Rings make your fingers look great! |
| Around neck | copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
| In main hand | steel longsword 'Gloompain' (113% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Psionic Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 10% chance to reduce damage dealt by 14% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ----- def ----- Armour +12 Resists +3% mind Crit.dmg- 10.00% Sharp, long, and deadly. |
| Around waist | rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +32.00 A belt that goes around your waist. |
| In off hand | Sleetglory the steel shield (0 def, 7 armour, 103% power, 77.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 104% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +78 On Hit.r1 +8 cold While equipped: Stats +4 Str ----- def ----- Armour +7 Fatigue +8% Resists +19% lightning Phys.save +9 (+5 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Yvylle the Flashclash (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Cun +1 Wil dps ---------- Crit.mult +10.00% ----- def ----- Defense +1 (+1 eff.) Resists +6% fire Max.HP +31.00 ---------- misc Equi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron mail armour of command (7 def, 8 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +8 Defense +7 (+7 eff.) Fatigue +12% Mind.save +10 (+5 eff.) A suit of armour made of mail. |
Inventory
regeneration infusion of the titan (heal 280; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 280 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)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. |
marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) Acc +6 (+2 eff.) Rings make your fingers look great! |
steel greatmaul of erosion (134% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Nature Power 134% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 nature Massive two-handed mauls. |
iron longsword (102% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
steel longsword 'Mardorek' (116% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Nature Power 116% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 nature While equipped: ----- def ----- Resists +3% mind +3% temporal Spell.save +3 (+2 eff.) Max.HP +20.00 Confus- +20% Knockbk- +10% Sharp, long, and deadly. |
balanced iron mace of persecution (103% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Disrupt/Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Against +9% Unnatural While equipped: Stats +2 Wil dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +20% Blunt and deadly. |
iron mace of massacre (115% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master Power 115% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
iron mace of vileness (105% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +7 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 5 Blunt and deadly. |
steel mace (113% power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 113% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
ash starstaff of channeling (111% power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +15 (+6 eff.) Dmg.mod +15% physical ---------- misc Mana/turn +0.20 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
rough leather belt 'Adeba'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Resists +3% acid +6% blight Mind.save +9 (+4 eff.) HP.reg +0.80 Heal.mod +10% Cut- +20% Silence- +10% A belt that goes around your waist. |
Pitchvice (6 def, 10 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +10 Defense +6 (+6 eff.) Resists +3% blight +12% cold +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) Mind.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. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+3 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
Mayiwen the dwarven-steel gauntlets (5 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Melee+ 11 nature Dmg.mod +5% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Defense +5 (+5 eff.) Fatigue +3% Resists +3% acid +9% fire +6% nature +3% light 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. |
Splendournull the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% light +9% nature Acc +10 (+4 eff.) Melee Ret 4 nature ----- def ----- Armour +2 Resists +6% light +12% cold ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 6 mind Dmg.mod +3% arcane +3% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% mind 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. |
grounding linen wizard hat of fire (+6%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +5% temporal +16% fire A pointy cloth hat, very wizardly... |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
Branyregodin (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +1 Cun +1 Mag dps ---------- Mind.crit +5% ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +17% acid ---------- misc Max.mana +60.00 Max.psi +40.00 A suit of armour made of leather. |
prismatic rough leather armour of clarity (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +11% light +10% darkness +5% mind Mind.save +11 (+5 eff.) A suit of armour made of leather. |
iron shield (0 def, 2 armour, 94% power, 22.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 95% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of acid resistance (+16%) (0 def, 6 armour, 117% power, 59 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 117% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +59 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +16% acid ---------- misc Talents +1 Block Handheld deflection devices. |
2 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 35.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 35.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern2.0 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. |
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. |
cleansing elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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 +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. |
10 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
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Luke is Cute the Dwarf Bulwark level 10
2nd Profit 122nd year of Ascendancy at 05:02 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Luke is Cute the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 08:42 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Luke is Cute the Dwarf Bulwark level 6
1st Acquisition 122nd year of Ascendancy at 04:48 see stats
Log
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 10 turns (stop reason: something interesting).
Ran for 2 turns (stop reason: something interesting).
Ran for 9 turns (stop reason: something interesting).
Ran for 2 turns (stop reason: something interesting).
Shasshhiy'Kaish casts Blood Lock.
Ran for 25 turns (stop reason: detrimental status effect).
Luke is Cute is blood locked.
Shasshhiy'Kaish casts Rune: Biting Gale.
Shasshhiy'Kaish hits Luke is Cute for 203 cold damage.
Shasshhiy'Kaish casts Meteor Rain.
Luke is Cute is recovering from the damage!
Shasshhiy'Kaish hits Luke is Cute for 169 physical, 184 fire, 169 physical (522 total damage).
Luke is Cute the level 13 dwarf bulwark was maimed to death by Shasshhiy'Kaish and used for her perverted desires on level 2 of Daikara.












































































