












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 19 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by Gann the cutpurse at level 19 on the 8th Shortage 122nd year of Ascendancy at 15:35 / 1 |
Primary Stats
| Strength | 54 (base 47) |
| Dexterity | 18 (base 12) |
| Constitution | 55 (base 40) |
| Magic | 8 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 21 (base 10) |
Resources
| Life | -98/856 |
| Stamina | 46/174 |
| Healing Factor | 1.5249358927269 |
| Regeneration | 5.8710031869988 |
Speed
| Mental | +6.6613381477509E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 21.970039208598 |
| See Invisible | 21.970039208598 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 47 |
| Crit Chance | 8% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +10% |
| Nature | +3% |
| Physical | +6% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +40% |
| Acid | +19% |
| Cold | +14% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 44.08934837382 (81.151787968034%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 38 |
| Physical Save | 43 |
| Spell Save | 27 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 38%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 48%( 70%) |
| Temporal | + 20%( 70%) |
| Physical | + 16%( 70%) |
| Mind | + 28%( 70%) |
| Fire | + 57%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Confusion Resistance | 11% |
| Pinning Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| 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 196 life over 5 turns. Its effects scale with your Cunning stat. |
| 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 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
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 successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | 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. | active |
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.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed black mamba head. | 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 within9 lumberjacks have died. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Nimbuskill' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Con dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Fatigue +3% Resists +12% acid +6% lightning +5% arcane +6% nature Phys.save +15 (+5 eff.) Mind.save +13 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Radiancepower the dwarven-steel helm (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid Res.pen +10% acid ----- def ----- Armour +7 Fatigue +4% Resists +3% temporal +6% fire +9% light +3% nature Spell.save +6 (+3 eff.) ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Mucusquencher the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +5 Dex dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% nature Acc +5 (+1 eff.) Apr +5 ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Spell.save +9 (+4 eff.) Die.at -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +7 (+4 eff.) Acc +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | rogue's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Max.HP +32.00 Disarm- +24% Pinning- +30% Knockbk- +20% Rings make your fingers look great! |
| Around neck | Ce'Nytta the copper amulet0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +3 Con +1 Wil dps ---------- Crit.mult +5.00% Mind.pwr +6 (+3 eff.) Dmg.mod +6% physical Res.pen +10% physical ----- def ----- Armour +4 Resists +3% temporal Mind.save +6 (+3 eff.) Confus- +11% ---------- misc Max.stam +10.00 Amulets make your neck look great! |
| In main hand | Islyratha the Shiversun (159% power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 160% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +13 fire While equipped: Stats +4 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +3% cold Res.pen +11% physical +5% cold +9% all Acc +21 (+7 eff.) Apr +8 Melee Ret 2 cold ----- def ----- Resists +9% mind +12% cold Disarm- +16% Blunt and deadly. |
| Around waist | hardened leather belt 'Stormmight'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 12% * 10% chance to reduce all saves and defense by 17 ----- def ----- Resists +3% acid +6% mind +12% lightning HP.reg +1.60 Heal.mod +12% A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Buneg the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +2.0% Phys.pwr +15 (+3 eff.) Res.pen +10% physical ----- def ----- Defense +1 (+0 eff.) Resists +1% physical Phys.save +3 (+1 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aerehek (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Acc +5 (+1 eff.) Apr +1 ----- def ----- Armour +9 Fatigue +22% Resists +33% fire HP.reg +2.00 ---------- misc Stam/turn +0.70 Psi/ret +0.04 Max.hate +4.00 A suit of armour made of metal plates. |
Inventory
movement infusion of the duelist (speed 473%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 473% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
marksman's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Dex dps ---------- Acc +16 (+5 eff.) Apr +7 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 81% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Emelossra the steel longsword (125% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 125% 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+ +5 blight +8 cold On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +5% mind ----- def ----- Resists +9% mind Disease- +13% Sharp, long, and deadly. |
Floenaught (125% power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Nature/Disrupt/Master Power 125% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 12 arcane resource burn While equipped: Stats +6 Str +7 Dex +5 Mag +5 Wil +5 Cun +10 Con dps ---------- Phys.crit +1.0% Phys.pwr +8 (+2 eff.) Res.pen +10% cold +5% physical ----- def ----- Defense +10 (+5 eff.) Die.at -20.00 life Disarm- +24% Sharp, long, and deadly. |
dwarven-steel mace 'Bleaksin' (132% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Disrupt Power 132% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 43% While equipped: Stats +5 Str +3 Con dps ---------- Dmg.mod +6% light On Hit (Melee): * 20% chance to reduce damage dealt by 15% Blunt and deadly. |
rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +5 (+2 eff.) A belt that goes around your waist. |
Dayquake (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +9% fire Res.pen +5% light Melee Ret 6 fire ----- def ----- Armour +3 Fatigue +2% Resists +9% light Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Elyda the Winterthorn (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid Res.pen +5% acid +10% cold Melee Ret 6 darkness ----- def ----- Armour +3 Resists +6% acid +6% fire +17% cold A pair of boots made of leather. |
Dawnsmasher the iron helm (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +5 Fatigue +5% Resists +3% fire Disease- +20% Knockbk- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
220 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
4 topaz0.0 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. |
5 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. |
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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
2 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. |
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. |
4 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. |
2 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 (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Erechik the Dwarf Bulwark level 9
9th Loss 122nd year of Ascendancy at 07:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Erechik the Dwarf Bulwark level 10
18th Loss 122nd year of Ascendancy at 08:33 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Erechik the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 00:43 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Erechik the Dwarf Bulwark level 9
3rd Loss 122nd year of Ascendancy at 08:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Erechik the Dwarf Bulwark level 15
30th Loss 122nd year of Ascendancy at 01:32 see stats
Log
Erechik feels pain again.
Talent Shield Pummel is ready to use.
Poison from Yvara the king cobra hits Erechik for 29 nature damage.
Yvara the king cobra bites poison into Erechik.
Yvara the king cobra performs a melee critical strike against Erechik!
Melee retaliation hits Yvara the king cobra for 2 cold, 2 cold (3 total damage).
Yvara the king cobra hits Erechik for 15 nature, 0 arcane, 11 physical (26 total damage).
Yvara the king cobra's Beyond the Flesh hits Erechik for 11 physical, 11 physical (22 total damage).
Ce'Namira the cutpurse casts Drain.
Ce'Namira the cutpurse hits Erechik for 117 blight damage.
Erechik rushes out!
You can only rush to a creature.
Erechik rushes out!
You can only rush to a creature.
Erechik rushes out!
You can only rush to a creature.
Erechik is free from the corrosive worm.
Gann the cutpurse deactivates Hiemal Shield.
Ce'Namira the cutpurse hits Erechik for 130 acid damage.
Ce'Namira the cutpurse hits Gann the cutpurse for (63 absorbed), 62 acid (62 total damage).
Ce'Namira the cutpurse hits Yvara the king cobra for (47 to psi shield), 123 acid (123 total damage).
Poison from Yvara the king cobra hits Erechik for 29 nature damage.
Melee retaliation hits Yvara the king cobra for 2 cold damage.
Yvara the king cobra's Beyond the Flesh hits Erechik for 10 physical, 11 physical (21 total damage).
Ce'Namira the cutpurse casts Curse of Defenselessness.
Erechik is cursed.
Gann the cutpurse casts Invoke Darkness.
Gann the cutpurse hits Erechik for 92 darkness damage.
Erechik the level 19 dwarf bulwark was shadowed to death by Gann the cutpurse on level 3 of The Maze.














































































