











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Better Item Description 1.5.10This 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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.5.9Official 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 | 16 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 16 on the 30th Wealth 122nd year of Ascendancy at 16:25 / 1 |
Primary Stats
| Strength | 59 (base 43) |
| Dexterity | 12 (base 14) |
| Constitution | 38 (base 30) |
| Magic | 8 (base 10) |
| Willpower | 13 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -11/632 |
| Stamina | 48/122 |
| Healing Factor | 0.51192307692304 |
| Regeneration | 0.84467307692301 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +146.32028230852% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 20 |
| Crit Chance | 14% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Nature | +3% |
| Blight | +8% |
| Acid | +18% |
| Mind | +11% |
| All | 0% |
Offense: Damage Penetration
| Nature | +35% |
Defense: Base
| Armour (hardiness) | 44.112300119325 (73.452380952381%) |
| Defense | 21 |
| Ranged Defense | 24 |
| Fatigue | 27 |
| Physical Save | 34 |
| Spell Save | 19 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 18%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 22%( 70%) |
| Temporal | + 24%( 70%) |
| Mind | + 17%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Knockback Resistance | 57% |
| Stun Resistance | 83% |
| Instadeath Resistance | 100% |
| Blind Resistance | 5% |
Inscriptions (3/3)
| 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 177 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | The target is infected by a disease, doing 38.53 blight damage per turn and reducing healing received by 80%. EpidemicEach non-disease blight damage done to it will spread the disease. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 27.84 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 79.05 blight damage and spawn a carrion worm mass. |
| beneficial effect | Increases global action speed by 46%. Speed |
Quests
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 failed to protect the repented thief from death by sick giant venus flytrap. Escort: repented thief (level 1 of Heart of the Gloom) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by gwelgoroth. Escort: temporal explorer (level 3 of Old Forest) | 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 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 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bloated horror heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 red crystal shard. * You've found the needed skeleton mage skull. * You've found the needed vial of squid ink. | 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | Islibrema the Smearquake (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +2% Resists +6% acid +6% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Tempesttouch the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% acid +9% lightning ----- def ----- Resists +12% acid Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +6 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 | Betherewen the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +4 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +7% cold Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.24 Max.psi +10.00 Breathe water A cap made of leather. |
| On hands | rough leather gloves 'Anydrayon' (0 def, 13 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +13 Mind.save +30 (+11 eff.) Blind- +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane 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. |
| On fingers | warrior's copper ring of the mind (+11%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +11% mind ----- def ----- Armour +4 Resists +11% mind Rings can have magical properties. |
| On fingers | Beliriavea the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +3% acid ----- def ----- Resists +12% nature +5% arcane Disease- +5% Rings can have magical properties. |
| Around neck | grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +26% Amulets can have magical properties. |
| In main hand | Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight On Hit: 10% Greater Weapon Focus 2 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 | Miremalice the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +3% acid Res.pen +15% nature Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +5% lightning +6% temporal A belt that goes around your waist. |
| In off hand | flaming steel shield of fire resistance (+19%) (6 def, 2 armour, 15.5-18.6 power, 38.5 block)7.0 T2 shield armor [Ego] Nature/Master When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +38 On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 11 fire ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +19% fire ---------- misc Talents +2 Block Handheld deflection devices. |
| Cloak | Gloritha the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +12% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Max.HP +42.00 HP.reg +1.40 Heal.mod +11% A suit of armour made of mail. |
Inventory
reinforced iron shield of cold resistance (+16%) (4 def, 6 armour, 10.5-12.6 power, 36 block)7.0 T1 shield armor [Ego] Master When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +36 While equipped: ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
shocking steel shield (6 def, 2 armour, 15-18 power, 41 block)7.0 T2 shield armor [Ego] Nature When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.0% Block +41 On Hit: * 16% chance to daze at end of turn While equipped: dps ---------- Melee+ 6 lightning Melee Ret 16 lightning ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
iron gauntlets 'Vorissra' (0 def, 7 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +3% physical ----- def ----- Armour +7 Mind.save +3 (+2 eff.) Blind- +10% Cut- +15% Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.13 to 69.39 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
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 (+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. |
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. |
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. |
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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
74 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. |
iron pickaxe 'Eilinann' (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Dmg.mod +6% nature ----- def ----- Resists +11% nature Phys.save +6 (+3 eff.) Heal/summ +10 Stun/Frz- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Wriggly the Dwarf Bulwark level 6
26th Voratun 122nd year of Ascendancy at 17:18 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Wriggly the Dwarf Bulwark level 10
2nd Profit 122nd year of Ascendancy at 22:05 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Wriggly the Dwarf Bulwark level 11
9th Profit 122nd year of Ascendancy at 21:22 see stats
Log
Bleeding from Blade horror hits Netherworm mass for 17 physical damage.
Wriggly receives 37 healing.
Worm Rot from Worm that walks hits Wriggly for 26 blight, 18 acid (44 total damage).
Bleeding from Blade horror hits Wriggly for 4 physical damage.
Wriggly starts to bleed.
Blade horror's phys.bleed area effect hits Netherworm mass for 47 physical damage.
Blade horror's phys.bleed area effect hits Netherworm mass for 47 physical damage.
Blade horror's phys.bleed area effect hits Wriggly for 44 physical damage.
Bleeding from Blade horror hits Netherworm mass for 17 physical damage.
Something hits Netherworm mass for 110 physical damage.
Something hits Netherworm mass for 110 physical damage.
Something hits Wriggly for 102 physical damage.
Wriggly is afflicted by an epidemic!
Wriggly has finished recovering.
Epidemic from Worm that walks hits Wriggly for 51 blight damage.
Worm Rot from Worm that walks hits Wriggly for 37 blight, 26 acid (62 total damage).
Bleeding from Blade horror hits Wriggly for 5 physical damage.
Wriggly stops bleeding.
Wriggly has recovered!
Epidemic from Worm that walks hits Wriggly for 51 blight damage.
Worm Rot from Worm that walks hits Wriggly for 37 blight, 26 acid (62 total damage).
Bleeding from Blade horror hits Wriggly for 5 physical damage.
Wriggly uses Blinding Speed.
Wriggly speeds up.
Wriggly rushes out!
There is a previous level here (press '' or right click to use).
Saving game...


































































