











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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 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! ZOmnibus Addon Pack 1.7.4Combines 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Bulwark |
| Level / Exp | 23 / 28% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 23 on the 28th Regrowth 123rd year of Ascendancy at 19:41 / 1 |
Primary Stats
| Strength | 67 (base 44) |
| Dexterity | 55 (base 25) |
| Constitution | 42 (base 40) |
| Magic | 19 (base 10) |
| Willpower | 20 (base 12) |
| Cunning | 33 (base 10) |
Resources
| Life | -149/776 |
| Stamina | 149/226 |
| Healing Factor | 1.443988003127 |
| Regeneration | 6.1622866368256 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 15 |
| Lite | 7 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 65 |
| Crit Chance | 18% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9.5 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +20% |
| Darkness | +10% |
| Cold | +15% |
| Mind | +12% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Mind | +25% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 46.723073231957 (96.438666929426%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 37 |
| Physical Save | 42 |
| Spell Save | 31 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 33%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 50%( 70%) |
| Physical | + 12%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Disarm Resistance | 28% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| 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 288 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 205.16 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| 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 320 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 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. | done |
You failed to protect the lone alchemist from death by netherworm mass. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by shivgoroth. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
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 |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed minotaur nose. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mysticism. 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.' * '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 has completed an elixir of foundations without your aid. | active |
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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| 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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Boltpiercer the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +5 Dex +2 Mag +2 Wil +2 Cun dps ---------- Dmg.mod +6% lightning Res.pen +5% lightning ----- def ----- Armour +4 Fatigue +4% Crit.chn- 5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Belutha' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+4 eff.) Melee+ 10 fire Dmg.mod +12% mind +5% fire Melee Ret 4 physical ----- def ----- Armour +2 Fatigue +3% Resists +7% fire ---------- misc Stam/turn +2.00 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 | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature 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 | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | sneakthief's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Dex +6 Mag +5 Cun dps ---------- Melee+ 13 light Ranged+ 15 light Dmg.mod +10% light Acc +9 (+3 eff.) Rings make your fingers look great! |
| Around neck | serendipitous steel amulet of dexterity (+8)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck +3 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Unseen.red 12% Amulets make your neck look great! |
| In main hand | stralite waraxe 'Salibreda' (33-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +13 nature On Hit: * 20% chance to reduce armor by 15% On Crit: * Deals 36 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +25% mind Acc +11 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +3% acid Disarm- +28% ---------- misc Max.psi +20.00 One-handed war axes. |
| Around waist | Ivatha1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.crit +1.0% Acc +5 (+2 eff.) ----- def ----- Armour +6 Defense +5 (+2 eff.) HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
| In off hand | iron shield of winter (0 def, 2 armour, 10-13 power, 17.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 10.5 - 12.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 Melee+ +10 cold While equipped: Stats +1 Wil dps ---------- On shield block: * Deals 72 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +2 Fatigue +8% Resists +10% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Malirach (8 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +6 Dex +3 Cun +2 Con ----- def ----- Defense +8 (+3 eff.) Resists +18% light +10% fire Stealth +7 Silence- +20% 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 plate armour 'Flowerstrike' (5 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +5 Str dps ---------- Res.pen +15% nature Apr +3 On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +22% Resists +10% darkness +8% physical Phys.save +3 (+1 eff.) ---------- misc Max.stam +10.00 Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
healing infusion of the duelist (heal 172; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the titan (die at -283; dur 6; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd 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 6 turns. While Heroism is active, you will only die when reaching -283 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 567 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
ethereal rune of the titan (power 17; resist 18%; move 40%; dur 5; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 18% all resistance, you move 40% faster, and you are invisible (power 17). Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
mule's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +22.00 Disarm- +21% Pinning- +20% Knockbk- +20% ---------- misc Max.enc +20 Rings make your fingers look great! |
rogue's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
solipsist's copper ring0.1 T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Armour +6 Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
void walker's ash vilestaff of might (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% acid ----- def ----- Resists +6% darkness +6% temporal Def/telep +7 Res/telep +9% Dur/telep +7% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing dwarven-steel greatmaul of evisceration (40-59 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane/Master Power 39.5 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+3 eff.) Massive two-handed mauls. |
Raventorrent the steel longsword (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +16 temporal On Hit: * 10% chance to reduce damage dealt by 14% * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +13% acid Res.pen +8% acid +5% arcane Melee Ret 4 temporal ----- def ----- Resists +15% darkness Sharp, long, and deadly. |
enhanced steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Nature Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +4 Wil +3 Cun +4 Con Sharp, long, and deadly. |
hateful steel waraxe (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Psionic Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 darkness Against +5% Living One-handed war axes. |
steel waraxe (13-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Prismstoker the dwarven-steel waraxe (28-38 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 light On Crit.r2 +12 darkness While equipped: Stats +3 Mag ----- def ----- Crit.chn- 5.00% ---------- misc Light +3 Infravis +2 One-handed war axes. |
Yarovor (36-47 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 36.0 - 46.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 nature +16 blight On Crit.r2 +26 lightning +12 cold While equipped: dps ---------- Spell.crit +1% Mov.spd +34% Dmg.mod +3% arcane +6% blight Res.pen +5% lightning +12% cold +20% blight +9% all Acc +22 (+6 eff.) Apr +14 Sharp, short and deadly. |
impenetrable iron mail armour of lightning resistance (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Deepsgrinder the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Spell.pwr +3 (+1 eff.) Dmg.mod +9% physical Res.pen +5% darkness Apr +2 ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duvymatar the Kilnmaim (0 def, 3 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 5 acid Dmg.mod +4% acid Res.pen +5% fire Acc +20 (+5 eff.) ----- def ----- Armour +3 Fatigue +1% Resists +6% acid ---------- misc Max.stam +30.00 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. |
Eriruisin (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Spell.crit +2% Crit.mult +10.00% Phys.pwr +3 (+1 eff.) S.pwr/crit +2 Res.pen +15% arcane ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.mana +40.00 A cap made of leather. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +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. |
brass lantern 'Infernobone'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% fire Melee Ret 2 nature ----- def ----- Resists +9% fire Phys.save +6 (+2 eff.) Heal.mod +10% ---------- 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 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 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. |
Forbidden Tome: "The Day It Came"2.0 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? |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Usryinc the Higher Bulwark level 14
15th Haze 122nd year of Ascendancy at 03:13 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Usryinc the Higher Bulwark level 19
55th Haze 122nd year of Ascendancy at 12:05 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Usryinc the Higher Bulwark level 21
2nd Regrowth 123rd year of Ascendancy at 05:11 see stats
Level 10 (Roguelike)
Got a character to level 10.By Usryinc the Higher Bulwark level 10
1st Flare 122nd year of Ascendancy at 08:03 see stats
Level 20 (Roguelike)
Got a character to level 20.By Usryinc the Higher Bulwark level 20
56th Haze 122nd year of Ascendancy at 08:42 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Usryinc the Higher Bulwark level 20
71st Haze 122nd year of Ascendancy at 09:59 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Usryinc the Higher Bulwark level 13
2nd Haze 122nd year of Ascendancy at 01:58 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Usryinc the Higher Bulwark level 23
10th Regrowth 123rd year of Ascendancy at 21:48 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Usryinc the Higher Bulwark level 21
2nd Wintertide 123rd year of Ascendancy at 21:17 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Usryinc the Higher Bulwark level 17
35th Haze 122nd year of Ascendancy at 08:52 see stats
Log
Urkis, the High Tempest hits Usryinc for 178 cold damage.
Usryinc uses Block.
Urkis, the High Tempest casts Lightning.
Usryinc resists!
Urkis, the High Tempest hits Usryinc for (73 blocked), (67 to ice), 101 lightning (101 total damage).
Usryinc uses Infusion: Regeneration.
Usryinc starts regenerating health quickly.
Usryinc's aura of power vanishes.
Usryinc has finished recovering.
Usryinc is free from the ice.
Usryinc has recovered!
Urkis, the High Tempest casts Ice Shards.
Rush is still on cooldown for 9 turns.
Usryinc's Shadowstep has been disrupted by anti-magic forces!
Urkis, the High Tempest casts Shock.
Urkis, the High Tempest's spell attains critical power!
Usryinc resists!
Urkis, the High Tempest's Ice Shards hits Usryinc for 95 cold damage.
Usryinc is caught inside a Hurricane.
Urkis, the High Tempest's Shock hits Usryinc for 418 lightning damage.
Usryinc is dazed!
You are unable to move!
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits Usryinc for 323 lightning damage.
Usryinc the level 23 higher bulwark was electrocuted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.



















































































