













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Ashes of Urh'Rok 1.7.3Official 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:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.2This 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 1.7.3Donators/Buyers bonus! Embers of Rage 1.7.3Official 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 1.7.3Official 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 | Dwarf |
Class | Bulwark |
Level / Exp | 23 / 36% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 23 on the 31st Steel 123rd year of Ascendancy at 00:49 / 2Killed by armoured skeleton warrior at level 23 on the 31st Steel 123rd year of Ascendancy at 01:07 |
Antimagic | Follower |
Primary Stats
Strength | 60 (base 48) |
Dexterity | 10 (base 12) |
Constitution | 61 (base 48) |
Magic | 13 (base 10) |
Willpower | 34 (base 10) |
Cunning | 23 (base 10) |
Resources
Life | 1/946 |
Stamina | 196/246 |
Healing Factor | 1.5349470706755 |
Regeneration | 33.993171848256 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 76 |
Accuracy | 40 |
Crit Chance | 7% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4.3333333333333 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
All | 0% |
Physical | +8% |
Cold | +34% |
Nature | +8% |
Offense: Damage Penetration
Acid | +27% |
Physical | +14% |
All | +7% |
Defense: Base
Armour (hardiness) | 54.084537089062 (100%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 30 |
Physical Save | 55 |
Spell Save | 55 |
Mental Save | 42 |
Defense: Resistances
Blight | + 28%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 70%( 70%) |
All | + 18%( 70%) |
Lightning | + 30%( 70%) |
Light | + 38%( 70%) |
Physical | + 20%( 70%) |
Darkness | + 28%( 70%) |
Fire | + 34%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 466 life over 5 turns. 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 169 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You failed to protect the repented thief from death by Betatta the multi-hued crystal. Escort: repented thief (level 3 of Scintillating Caves) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed electric eel tail. * You've found the needed pouch of faeros ash. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed length of troll intestine. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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.' * You've found the needed skeleton mage skull. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 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. |
Quiver | ![]() 3.0 T1 arrow ammo Reqs Dex 11 [Rare] Nature Power 16.0 - 22.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 19 Ranged+ +20 nature +15 fire +4 darkness On Crit.r2 +16 nature +9 fire On Hit: * 20% chance to slow global speed by 45% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +6% blight +3% all Spell.save +6 (+2 eff.) HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 2 lightning ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +9% light +13% fire +5% arcane +8% cold A cap made of leather. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 cold Dmg.mod +4% cold Acc +5 (+2 eff.) Apr +6 ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +6% cold Spell.save +8 (+3 eff.) 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 | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +9% nature +9% light Mind.save +6 (+2 eff.) HP.reg +4.00 Stun/Frz- +10% Knockbk- +10% Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 25 cooldown 100% to heal for 53. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.59 cold and 13.37 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 42/60 This azure ring seems to be always moist to the touch. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +20% acid ----- def ----- Fatigue -5% Mind.save +3 (+1 eff.) HP.reg +4.00 Pinning- +20% ---------- misc Hate/m.crit +1.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mace 1H weapon [Ego++] Master Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical +7% all Acc +13 (+4 eff.) Apr +14 Blunt and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Ego++] Nature/Master While equipped: Stats +4 Wil +4 Cun +2 Con dps ---------- Mind.pwr +4 (+2 eff.) Against +17% Summoned ----- def ----- D.Red.from +15% Summoned Mind.save +7 (+2 eff.) A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 28.0 - 33.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +118 Melee+ +8 lightning On Hit.r1 +14 fire While equipped: Stats +5 Mag dps ---------- Phys.crit +2.0% Melee+ 7 fire Melee Ret 1 fire ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +16 (+10 eff.) Resists +6% light +11% cold Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +14 Fatigue +16% Resists +6% lightning +2% physical +12% darkness +6% fire Phys.save +5 (+1 eff.) Mind.save +9 (+3 eff.) Die.at -20.00 life A suit of armour made of metal plates. |
Inventory
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Master Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +16 (+5 eff.) Apr +10 Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +12% cold Res.pen +17% cold Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% all Acc +10 (+3 eff.) Apr +9 Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Master Power 47.0 - 75.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +13 (+8 eff.) Disarm- +32% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego++] Master/Psionic Power 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +5 Con dps ---------- Phys.pwr +10 (+4 eff.) Res.pen +9% physical ----- def ----- Disarm- +18% Massive two-handed swords. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ----- def ----- Defense +7 (+5 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 40.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.crit +3% Crit.mult +25.00% Spell.pwr +18 (+4 eff.) Melee+ 22 fire Dmg.mod +20% light ---------- misc Max.mana +53.00 See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+3 eff.) Dmg.mod +24% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Overgrowth 3 Uses 2.0 Steam While equipped: Stats +8 Con +7 Wil ----- def ----- Max.HP +25.00 HP.reg +0.80 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +2 (+2 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +59.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +6% all ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +11% all Max.HP +57.00 HP.reg +2.80 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +10% arcane +12% all ----- def ----- Resists +11% all ---------- misc Max.mana +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +13% all Poison- +27% Disease- +31% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Mind.save +5 (+2 eff.) Max.HP +56.00 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. |
![]() 1.0 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +2 Cun +3 Mag dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Resists +6% light +7% darkness Phys.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +29% ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 24.42 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +18% fire Mind.save +12 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Psionic While equipped: Stats +6 Cun +4 Wil ----- def ----- Armour +10 Defense +8 (+6 eff.) Fatigue +12% Mind.save +28 (+9 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +15 Defense +5 (+4 eff.) Fatigue +7% Phys.save +13 (+4 eff.) A suit of armour made of mail. |
![]() 9.0 T2 light armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Mind.save +12 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+6 eff.) Fatigue +8% HP.reg +3.20 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Nature/Master 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 While equipped: dps ---------- Melee+ 8 lightning Melee Ret 3 lightning ----- def ----- Armour +2 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Ego] Nature Power 23.5 - 28.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 24 Proj.spd +200% Ranged+ +11 cold On Crit.r2 +6 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 145 physical damage Shots are used with slings to pummel your foes to death. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Carnarius the Dwarf Bulwark level 20
23rd Iron 123rd year of Ascendancy at 13:28 see stats
By Carnarius the Dwarf Bulwark level 8
20th Profit 122nd year of Ascendancy at 16:36 see stats
By Carnarius the Dwarf Bulwark level 16
24th Loss 122nd year of Ascendancy at 20:46 see stats
By Carnarius the Dwarf Bulwark level 18
4th Iron 123rd year of Ascendancy at 16:30 see stats
By Carnarius the Dwarf Bulwark level 10
41st Profit 122nd year of Ascendancy at 23:39 see stats
By Carnarius the Dwarf Bulwark level 20
6th Iron 123rd year of Ascendancy at 17:46 see stats
By Carnarius the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 18:01 see stats
By Carnarius the Dwarf Bulwark level 8
27th Profit 122nd year of Ascendancy at 20:47 see stats
By Carnarius the Dwarf Bulwark level 17
27th Loss 122nd year of Ascendancy at 03:29 see stats
By Carnarius the Dwarf Bulwark level 23
31st Steel 123rd year of Ascendancy at 00:49 see stats
Log
Ghoul hits Carnarius for 2 physical damage.
Celia regains their balance.
Armoured skeleton warrior regains their balance.
Carnarius regains balance.
Talent Shield Pummel is ready to use.
Talent Daunting Presence is ready to use.
Talent Shield Slam is ready to use.
Talent Rush is ready to use.
Spikes of Decrepitude hits Carnarius for 16 cold, 18 darkness (34 total damage).
Armoured skeleton warrior regains their balance.
Armoured skeleton warrior regains their balance.
Armoured skeleton warrior hits Carnarius for 52 physical, 4 acid (56 total damage).
Melee retaliation hits Armoured skeleton warrior for (1 blocked), 0 lightning, (0 blocked), 0 fire (0 total damage).
Melee retaliation hits Armoured skeleton warrior for 1 lightning, 0 fire (1 total damage).
Armoured skeleton warrior hits Carnarius for 69 physical damage.
Celia casts Night Sphere.
Carnarius activates Daunting Presence.
Carnarius loses sight!
Carnarius starts to bleed.
Something hits Carnarius for 114 physical, 5 acid, 39 physical (158 total damage).
Carnarius is afflicted by a rotting disease!
Something hits Carnarius for 3 physical damage.
Bleeding from Armoured skeleton warrior hits Carnarius for 32 physical damage.
Spikes of Decrepitude hits Carnarius for 16 cold, 18 darkness (34 total damage).
Bane of Blindness from Celia hits Carnarius for 50 darkness damage.
Rotting Disease from Ghoul hits Carnarius for 20 blight damage.
Something hits Carnarius for 123 physical damage.
Something hits Carnarius for 103 physical, 4 acid (107 total damage).
Carnarius the level 23 dwarf bulwark was minced to death by an armoured skeleton warrior on level 2 of Last Hope Graveyard.