












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 | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 20 / 94% |
Size | medium |
Lifes / Deaths | Killed by Deathmeister Nicklas at level 20 on the 28th Pyre 123rd year of Ascendancy at 12:24 / 1 |
Primary Stats
Strength | 54 (base 44) |
Dexterity | 22 (base 12) |
Constitution | 51 (base 41) |
Magic | 19 (base 10) |
Willpower | 18 (base 10) |
Cunning | 32 (base 12) |
Resources
Life | 1/652 |
Stamina | 119/207 |
Healing Factor | 1.4340316950178 |
Regeneration | 7.1236198107699 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 27.300317620788 |
See Invisible | 27.300317620788 |
Offense: Mainhand
Damage | 92 |
Accuracy | 55 |
Crit Chance | 11% |
APR | 4 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 19 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Physical | +9% |
Mind | +26% |
All | +2% |
Darkness | +19% |
Light | +16% |
Lightning | +23% |
Fire | +5% |
Nature | +7% |
Offense: Damage Penetration
Lightning | +10% |
Light | +20% |
Darkness | +15% |
Arcane | +5% |
Cold | +25% |
Mind | +20% |
Defense: Base
Armour (hardiness) | 73.084537089062 (100%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 33 |
Physical Save | 49 |
Spell Save | 29 |
Mental Save | 20 |
Defense: Resistances
Nature | + 28%( 70%) |
Acid | + 35%( 70%) |
Light | + 26%( 70%) |
Darkness | + 24%( 70%) |
Cold | + 30%( 70%) |
Mind | + 36%( 70%) |
Fire | + 24%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 607% 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. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 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 defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed bloated horror heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed skeleton mage skull. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * '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 red crystal shard. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Mag +2 Con dps ---------- Res.pen +15% light ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 arrow ammo [Unique] Nature Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +7% mind +9% acid Res.pen +10% lightning Melee Ret 4 acid 10 lightning On Hit (Melee): * 20% chance to reduce armor by 21% ---------- 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 | ![]() 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 (+4 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. |
On hands | ![]() 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. |
Tool | ![]() 2.0 T2 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 39 and armour hardiness by 40% Puts all charms on 29 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +11% mind ----- def ----- Armour +6 Resists +11% mind Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +2 Str +8 Dex +6 Cun dps ---------- Acc +9 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Armour +4 Resists +15% acid Phys.save +3 (+1 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +16 (+5 eff.) Phys.spd +10% Dmg.mod +21% lightning +7% physical Acc +10 (+4 eff.) ----- def ----- Phys.save +12 (+4 eff.) ---------- misc Stam/turn +3.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 136% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +20% mind ----- def ----- Armour +4 Resists +9% acid +6% mind Mind.save +3 (+1 eff.) One-handed war axes. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% darkness Res.pen +15% darkness ----- def ----- Defense +10 (+5 eff.) Resists +12% cold HP.reg +1.30 Heal.mod +15% A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 157% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +138 Melee+ +14 light +14 darkness On Hit.r1 +8 arcane While equipped: Stats +3 Cun +6 Mag dps ---------- Dmg.mod +14% light +14% darkness +6% mind Res.pen +5% arcane +25% cold ----- def ----- Armour +8 Fatigue +8% Resists +14% light +12% darkness +9% mind ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% fire Res.pen +5% light ----- def ----- Defense +1 (+1 eff.) Resists +6% nature +6% fire 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 T3 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +16 Fatigue +18% Phys.save +6 (+2 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +10 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Res.pen +10% fire Acc +6 (+2 eff.) ----- def ----- Resists +3% blight +3% acid Mind.save +15 (+7 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +14% fire ----- def ----- Armour +6 Resists +28% fire Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% blight Apr +1 ----- def ----- Defense +7 (+4 eff.) Resists +2% physical Crit.chn- 5.00% ---------- misc Light +3 See.Invis +18 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 70.11 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Arcane Power 119% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 cold One-handed war axes. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +21 Fatigue +16% Phys.save +6 (+2 eff.) A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 116% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +5% fire +7% lightning +5% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Apr +6 Melee Ret 8 lightning ----- def ----- Resists +15% temporal Phys.save +6 (+2 eff.) While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.6 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +5% nature ----- def ----- Resists +9% temporal +9% nature +5% arcane Max.HP +23.00 ---------- misc Max.stam +15.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 207/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
By Deathmeister Nicklas the Cornac Bulwark level 20
79th Regrowth 123rd year of Ascendancy at 14:01 see stats
By Deathmeister Nicklas the Cornac Bulwark level 20
79th Regrowth 123rd year of Ascendancy at 14:28 see stats
By Deathmeister Nicklas the Cornac Bulwark level 10
9th Mirth 122nd year of Ascendancy at 18:28 see stats
By Deathmeister Nicklas the Cornac Bulwark level 20
78th Regrowth 123rd year of Ascendancy at 14:19 see stats
By Deathmeister Nicklas the Cornac Bulwark level 19
36th Regrowth 123rd year of Ascendancy at 19:38 see stats
By Deathmeister Nicklas the Cornac Bulwark level 7
79th Pyre 122nd year of Ascendancy at 00:41 see stats
By Deathmeister Nicklas the Cornac Bulwark level 18
9th Regrowth 123rd year of Ascendancy at 00:32 see stats
By Deathmeister Nicklas the Cornac Bulwark level 20
1st Time of Balance 123rd year of Ascendancy at 20:05 see stats
By Deathmeister Nicklas the Cornac Bulwark level 20
1st Time of Balance 123rd year of Ascendancy at 12:21 see stats
By Deathmeister Nicklas the Cornac Bulwark level 18
8th Regrowth 123rd year of Ascendancy at 20:11 see stats
Log
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
Deathmeister Nicklas uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
Space around you starts to dissolve...
Deathmeister Nicklas uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
Deathmeister Nicklas starts suffocating to death!
Deathmeister Nicklas is suffocating.
Deathmeister Nicklas is recovering from the damage!
Deathmeister Nicklas uses Repulsion.
Deathmeister Nicklas uses Infusion: Regeneration.
Deathmeister Nicklas starts regenerating health quickly.
Deathmeister Nicklas activates Last Stand.
Deathmeister Nicklas casts Rune: Mirror Image.
Deathmeister Nicklas uses Shattering Shout.
Deathmeister Nicklas the level 20 cornac bulwark suffocated to death on level 1 of Sandworm lair.
Space restabilizes around you.