











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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 25 / 30% |
| Size | big |
| Lifes / Deaths | Killed by corrupted mean looking elven guard at level 25 on the 27th Shortage 122nd year of Ascendancy at 23:49 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 122 (base 55) |
| Dexterity | 31 (base 16) |
| Constitution | 65 (base 43) |
| Magic | 10 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -34/1172 |
| Stamina | 166/210 |
| Healing Factor | 1.8541355335885 |
| Regeneration | 6.0259404841627 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 59 |
| Crit Chance | 12% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +19% |
| Lightning | +6% |
| Cold | +15% |
| Physical | +9% |
| Fire | +18% |
| All | 0% |
Offense: Damage Penetration
| Physical | +35% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 59.723073231957 (96.438666929426%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 70 |
| Spell Save | 41 |
| Mental Save | 42 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 68%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 56%( 70%) |
| Light | + 60%( 70%) |
| Temporal | + 25%( 70%) |
| Physical | + 20%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Stun Resistance | 29% |
| Blind Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -304 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 608 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 480% 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 Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
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 failed to protect the lone alchemist from death by snow giant thunderer. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by brown bear. Escort: lone alchemist (level 3 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Willpower 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 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 bloated horror heart. * You've found the needed chunk of ghoul flesh. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 wretchling eyeball. * You've found the needed snow giant kidney. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Stokestreak (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Cun +3 Con offense ------ Damage +6% physical Ignore resists +20% physical defense ------ Armor +4 Fatigue +3% Resistance +3% physical +9% fire Physical save +16 (+4 eff.) Mind save +11 (+3 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 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Zerustir (5 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +8 Str +7 Dex +7 Con defense ------ Armor +5 Defense +5 (+2 eff.) Fatigue +5% Resistance +1% physical +9% darkness +3% cold Physical save +18 (+5 eff.) Knockbk Resist +10% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 638.6 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | polar iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 cold Damage +3% cold Accuracy +12 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% cold 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 torque of gale force 'Flareedge' [power 105] (6/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% physical Ignore resists +10% fire +15% physical defense ------ Armor +10 Defense +15 (+5 eff.) Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 114 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Shockrace the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +6% lightning +12% cold defense ------ Resistance +24% cold +5% arcane +2% physical Life +40.00 Healmod +15% Silence Resist +20% Rings make your fingers look great! |
| On fingers | gold ring 'Sunslice'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +1 Dex offense ------ Damage +9% light Accuracy +15 (+3 eff.) When Hit 4 physical defense ------ Defense +10 (+3 eff.) Resistance +12% cold Life Regen +3.00 Stun Resist +29% other ------- Stamina/turn +1.00 Rings make your fingers look great! |
| Around neck | steel amulet 'Layyrin'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Lck +4 Dex offense ------ Accuracy +7 (+1 eff.) defense ------ Defense +6 (+2 eff.) Resistance +3% temporal +14% light +21% darkness Spell save +6 (+2 eff.) Resist unseen 11% Blind Resist +23% Amulets make your neck look great! |
| In main hand | Crooked Club (25-35 power, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| Around waist | Eragabar the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +6% acid defense ------ Defense +5 (+2 eff.) Resistance +6% blight +9% temporal +9% light Physical save +6 (+2 eff.) Mind save +8 (+2 eff.) Unlife -20.00 life Life +67.00 A belt that goes around your waist. |
| In off hand | Heatraze the dwarven-steel shield (0 def, 10 armour, 30-37 power, 123.5 block)7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 30.5 - 36.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +124 On-hit +16 fire While equipped: Stats +2 Str +2 Mag +4 Con offense ------ Damage +18% fire defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Silawen' (21 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +2 Con offense ------ Physical Power +5 (+1 eff.) Ignore Armor +2 defense ------ Defense +21 (+7 eff.) Life +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)12.0 Encumbrance T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con defense ------ Armor +12 Defense +4 (+1 eff.) Fatigue +14% Resistance +18% cold +18% darkness +18% nature Healmod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 158 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
copper amulet 'Bokedogar'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +3 Con offense ------ Damage +6% mind defense ------ Resistance +3% acid Crit Resistance 5.00% other ------- Max hate +4.00 Amulets make your neck look great! |
serendipitous gold amulet of constitution (+5)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck +5 Con offense ------ Accuracy +5 (+1 eff.) defense ------ Defense +8 (+3 eff.) Resist unseen 13% Amulets make your neck look great! |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +22% acid Rings make your fingers look great! |
copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% fire defense ------ Resistance +22% fire Rings make your fingers look great! |
Bleakspar (22-31 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Nature Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +4 lightning +16 mind On Hit: * 20% chance to reduce damage dealt by 13% While equipped: Stats +6 Str +6 Dex +6 Mag +9 Wil +8 Cun +7 Con offense ------ Critical power +5.00% On-Hit (Melee): * 20% chance to reduce damage dealt by 13% other ------- Max hate +10.00 One-handed war axes. |
thought-forged iron waraxe of massacre (16-22 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Master/Psionic Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 mind On Hit: * 10% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +1 Wil One-handed war axes. |
rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Life +32.00 A belt that goes around your waist. |
rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +4 (+1 eff.) defense ------ Spell save +6 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Sparkworm' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Mind Crit +3% Critical power +5.00% Ignore resists +10% light +5% lightning defense ------ Defense +1 (+0 eff.) Resistance +6% lightning Life +32.00 other ------- Psi when Hit +0.04 Max hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elenygrim (0 def, 11 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Ignore Armor +1 defense ------ Armor +11 Fatigue +2% Resistance +1% physical Life Regen +2.00 Healmod +10% other ------- Stamina/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +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. |
Dazzleward the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ When Hit 8 light defense ------ Armor +3 Fatigue +3% Resistance +3% acid +3% cold +16% mind +3% light Mind save +17 (+5 eff.) Unlife -20.00 life Life +80.00 Confus Resist +32% Stun Resist +20% A cap made of leather. |
Lorylach the iron helm (10 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +6% physical Ignore resists +5% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 638.6 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Winterbreeze (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Mag +2 Cun offense ------ Ignore resists +15% cold defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Disrupt While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% nature +5% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable voratun mail armour of acid resistance (5 def, 15 armour)14.0 Encumbrance T5 heavy armor [Ego] Master While equipped: defense ------ Armor +15 Defense +5 (+2 eff.) Fatigue +12% Resistance +17% acid A suit of armour made of mail. |
Strikewisp the dwarven-steel plate armour (7 def, 16 armour)17.0 Encumbrance T3 massive armor [Rare] Psionic While equipped: Stats +3 Cun +2 Dex offense ------ Damage +6% lightning Accuracy +15 (+3 eff.) Ignore Armor +10 defense ------ Armor +16 Defense +7 (+2 eff.) Fatigue +22% Mind save +15 (+5 eff.) A suit of armour made of metal plates. |
impenetrable iron plate armour of cold resistance (0 def, 14 armour)17.0 Encumbrance T1 massive armor [Ego] Master While equipped: defense ------ Armor +14 Fatigue +22% Resistance +16% cold A suit of armour made of metal plates. |
iron shield (0 def, 2 armour, 10-11 power, 20 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
reinforced steel shield of physical resistance (+11%) (0 def, 5 armour, 12-14 power, 64.5 block)7.0 Encumbrance T2 shield armor [Ego] Master When used to Attack: Weapon Damage 11.5 - 13.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +64 While equipped: defense ------ Armor +5 Fatigue +8% Resistance +11% physical other ------- Talents +1 Block Handheld deflection devices. |
6 agate0.0 Encumbrance 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. |
215 alchemist agate0.0 Encumbrance 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. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
brass lantern 'Firequake'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% light defense ------ Resistance +21% fire Life +45.00 other ------- 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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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 totem of thorny skin [power 15] (6/20 cooldown)2.0 Encumbrance T1 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 122] (6/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Shieldo the Dwarf Bulwark level 20
20th Wealth 122nd year of Ascendancy at 20:17 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shieldo the Dwarf Bulwark level 20
3rd Dearth 122nd year of Ascendancy at 00:42 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Shieldo the Dwarf Bulwark level 22
23rd Shortage 122nd year of Ascendancy at 16:34 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Shieldo the Dwarf Bulwark level 20
13rd Wealth 122nd year of Ascendancy at 23:11 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Shieldo the Dwarf Bulwark level 10
10th Profit 122nd year of Ascendancy at 00:09 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Shieldo the Dwarf Bulwark level 20
13rd Wealth 122nd year of Ascendancy at 23:06 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Shieldo the Dwarf Bulwark level 20
27th Dearth 122nd year of Ascendancy at 08:48 see stats
Shasshhiy'Kaish (Nightmare (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Shieldo the Dwarf Bulwark level 24
25th Shortage 122nd year of Ascendancy at 07:39 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Shieldo the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 11:27 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Shieldo the Dwarf Bulwark level 9
7th Profit 122nd year of Ascendancy at 06:20 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shieldo the Dwarf Bulwark level 17
8th Wealth 122nd year of Ascendancy at 11:40 see stats
Log
Carrion worm mass bites blight poison into Shieldo.
Shieldo is poisoned with blight!
Carrion worm mass hits Shieldo for (10 blocked), 0 physical, (19 blocked), 0 blight (0 total damage).
Melee retaliation hits Carrion worm mass for 3 physical damage.
Blight Poison from Carrion worm mass hits Shieldo for (19 blocked), 0 blight (0 total damage).
Shieldo instinctively hardens her skin and ignores the attack!
Shieldo repels an attack from Something.
Something hits Shieldo for (150 blocked), 0 blight, (18 blocked), 0 acid, (9 blocked), 0 fire (0 total damage).
Shieldo uses Assault.
Shieldo misses Something.
Carrion worm mass hits Shieldo for 6 physical damage.
Melee retaliation hits Carrion worm mass for 3 physical damage.
Blight Poison from Carrion worm mass hits Shieldo for 19 blight damage.
Corrupted mean looking elven guard casts Thread Walk.
Melee retaliation hits Corrupted mean looking elven guard for 3 physical, 3 physical (6 total damage).
Corrupted mean looking elven guard hits Shieldo for 18 acid, 9 fire, 18 acid, 9 fire (53 total damage).
Shieldo uses Infusion: Movement.
Shieldo is moving at extreme speed!
Corrupted mean looking elven guard slows down.
Corrupted mean looking elven guard casts Worm Rot.
Shieldo is afflicted by a terrible worm rot!
Shieldo slows down.
Shieldo is not silenced anymore.
Worm Rot from Corrupted mean looking elven guard hits Shieldo for 36 blight, 47 acid (84 total damage).
Shieldo the level 25 dwarf bulwark was dissolved to death by corrupted mean looking elven guard on level 2 of Dark crypt.
A carrion worm mass bursts out of Shieldo!
Shieldo is free from the worm rot.








































































































