













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 | 45 / 6% |
Size | big |
Lifes / Deaths | Killed by luminous horror at level 45 on the 5th Dearth 123rd year of Ascendancy at 16:20 / 2Killed by The One That Writes at level 45 on the 5th Dearth 123rd year of Ascendancy at 16:22 |
Antimagic | Follower |
Primary Stats
Strength | 159 (base 60) |
Dexterity | 79 (base 60) |
Constitution | 83 (base 60) |
Magic | 14 (base 10) |
Willpower | 58 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | -121/2107 |
Stamina | 352/352 |
Equilibrium | 0 |
Healing Factor | 1.8435640288597 |
Regeneration | 29.766465883398 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 4 |
See Invisible | 9 |
Offense: Mainhand
Damage | 213 |
Accuracy | 72 |
Crit Chance | 19% |
APR | 46 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 18 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Arcane | +22% |
Cold | +31% |
All | +16% |
Darkness | +31% |
Light | +37% |
Temporal | +19% |
Mind | +57% |
Lightning | +22% |
Fire | +26% |
Nature | +36% |
Offense: Damage Penetration
Lightning | +25% |
Light | +10% |
Temporal | +5% |
Mind | +10% |
Physical | +30% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 60.063402816793 (92.11456541679%) |
Defense | 51 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 73 |
Spell Save | 65 |
Mental Save | 52 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 42%( 70%) |
All | + 18%( 70%) |
Physical | + 32%( 70%) |
Lightning | + 70%( 70%) |
Light | + 52%( 70%) |
Temporal | + 28%( 70%) |
Mind | + 48%( 70%) |
Darkness | + 30%( 70%) |
Fire | + 61%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 70% |
Disarm Resistance | 50% |
Confusion Resistance | 25% |
Knockback Resistance | 50% |
Stun Resistance | 32% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
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 759 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 362 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Technique / Superiority | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Xanarivea the forest wight. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Isuyawen the saw horror. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Constitution 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 naga tongue. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed red crystal shard. Marus of Elvala has completed an elixir of mysticism without your aid. 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 hummerhorn wing. * You've found the needed pouch of faeros ash. * You've found the needed pouch of bone giant dust. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed storm wyrm claw. * You've found the needed length of troll intestine. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | ![]() 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 (+0 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 T5 shot ammo [Random Unique] Nature/Master Power 70.0 - 84.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +12 Crit +25.0% Capacity 23 Proj.spd +200% Ranged+ +12 lightning On Crit.r2 +8 lightning On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 58% * 20% chance to create vines that bind the target to the ground dealing 200 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 334 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +9% blight +3% all Spell.save +7 (+1 eff.) HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +13 Str +4 Wil +17 Lck dps ---------- Phys.crit +5.0% Spell.crit +3% Mind.crit +5% Phys.pwr +9 (+2 eff.) Melee Ret 2 fire ----- def ----- Armour +5 Fatigue +5% Resists +6% lightning +17% physical +5% arcane +9% cold Phys.save +11 (+3 eff.) Pinning- +20% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1383.4 Physical damage. If the attack hits, the target is confused (43% 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 | ![]() 1.0 T4 hands armor [Rare] Psionic While equipped: Stats +6 Str dps ---------- Phys.pwr +20 (+4 eff.) Melee+ 12 mind Dmg.mod +10% mind +3% temporal ----- def ----- Armour +3 Resists +18% lightning +9% mind +5% arcane Max.HP +40.00 Blind- +20% 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. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 11/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +15 (+3 eff.) Dmg.mod +16% mind +6% arcane ----- def ----- Resists +16% mind +9% lightning Spell.save +3 (+0 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: dps ---------- Phys.pwr +39 (+7 eff.) Spell.pwr +38 (+7 eff.) Mind.pwr +29 (+10 eff.) Dmg.mod +16% all Res.pen +5% temporal Melee Ret 4 nature On Hit (Melee): * 22% chance to slow global speed by 58% ----- def ----- Resists +6% nature +6% fire Max.HP +50.00 Disarm- +50% Pinning- +50% Knockbk- +50% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +6% light +9% acid ----- def ----- Resists +19% lightning +6% light Blind- +18% Stun/Frz- +32% ---------- misc Infravis +4 Sight +2 See.Invis +9 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+10 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% lightning +15% darkness Res.pen +25% lightning ----- def ----- Resists +10% lightning +12% temporal Crit.dmg- 15.00% A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 52.0 - 62.4 Light Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+5 eff.) Rng.Def +17 (+5 eff.) Fatigue +12% Resists +15% darkness +10% fire +12% mind +20% light Mind.save +18 (+6 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 49.32 to 61.65 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +15% blight +17% fire +13% nature +16% light Stealth +5 HP.reg +3.00 Heal.mod +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 38.87 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Dmg.mod +3% light +10% fire Res.pen +10% nature Acc +5 (+2 eff.) ----- def ----- Resists +3% light +20% fire Phys.save +8 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +10 (+3 eff.) ---------- misc Light +2 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Max.HP +67.00 HP.reg +7.00 Heal.mod +16% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +10 Max.HP +71.00 HP.reg +10.00 Heal.mod +10% Rings make your fingers look great! |
![]() 3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+4 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Nature/Psionic Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Str +11 Dex +12 Mag +11 Wil +5 Cun +8 Con Sharp, long, and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 50.0 - 70.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +4 fire On Hit: * 13% chance to slow global speed by 58% While equipped: Stats +13 Con +14 Wil dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Max.HP +29.00 One-handed war axes. |
![]() 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +2 (+0 eff.) Resists +13% nature +10% blight HP.reg +3.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 3.0 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 29.05 mind and 24.23 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 21% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 7.06 mind and 5.89 darkness damage per turn and increases cooldowns by 32%. Haunted: Causes the target to suffer 11.35 mind and 9.47 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 59.0 - 70.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +149 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Wil dps ---------- Phys.crit +13.0% Phys.pwr +8 (+2 eff.) S.pwr/crit +8 ----- def ----- Armour +8 Fatigue +8% Resists +10% acid +14% physical +6% cold +9% fire +3% nature +9% lightning Spell.save +9 (+2 eff.) ---------- misc Mana/s.crit +1.00 Talents +1 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo [Rare] Master Power 28.0 - 39.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +21 Apr +10 Crit +2.0% Capacity 18 Ranged+ +20 blight +20 temporal +12 cold On Hit.r1 +20 cold On Crit.r2 +20 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
![]() 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Carnarius the Dwarf Bulwark level 30
10th Steel 123rd year of Ascendancy at 08:14 see stats
By Carnarius the Dwarf Bulwark level 39
3rd Profit 123rd year of Ascendancy at 17:34 see stats
By Carnarius the Dwarf Bulwark level 28
4th Steel 123rd year of Ascendancy at 10:59 see stats
By Carnarius the Dwarf Bulwark level 30
15th Steel 123rd year of Ascendancy at 09:35 see stats
By Carnarius the Dwarf Bulwark level 34
24th Voratun 123rd year of Ascendancy at 04:50 see stats
By Carnarius the Dwarf Bulwark level 35
31st Voratun 123rd year of Ascendancy at 17:04 see stats
By Carnarius the Dwarf Bulwark level 33
20th Voratun 123rd year of Ascendancy at 08:32 see stats
By Carnarius the Dwarf Bulwark level 8
31st Voratun 122nd year of Ascendancy at 11:32 see stats
By Carnarius the Dwarf Bulwark level 32
4th Gold 123rd year of Ascendancy at 07:27 see stats
By Carnarius the Dwarf Bulwark level 40
4th Profit 123rd year of Ascendancy at 19:57 see stats
By Carnarius the Dwarf Bulwark level 16
13rd Shortage 122nd year of Ascendancy at 00:43 see stats
By Carnarius the Dwarf Bulwark level 20
17th Shortage 122nd year of Ascendancy at 22:50 see stats
By Carnarius the Dwarf Bulwark level 31
42nd Steel 123rd year of Ascendancy at 05:18 see stats
By Carnarius the Dwarf Bulwark level 37
2nd Acquisition 123rd year of Ascendancy at 12:32 see stats
By Carnarius the Dwarf Bulwark level 37
31st Voratun 123rd year of Ascendancy at 22:59 see stats
By Carnarius the Dwarf Bulwark level 30
21st Steel 123rd year of Ascendancy at 12:38 see stats
By Carnarius the Dwarf Bulwark level 10
7th Profit 122nd year of Ascendancy at 15:40 see stats
By Carnarius the Dwarf Bulwark level 20
15th Shortage 122nd year of Ascendancy at 21:47 see stats
By Carnarius the Dwarf Bulwark level 30
8th Steel 123rd year of Ascendancy at 16:03 see stats
By Carnarius the Dwarf Bulwark level 40
4th Profit 123rd year of Ascendancy at 04:29 see stats
By Carnarius the Dwarf Bulwark level 42
23rd Profit 123rd year of Ascendancy at 08:37 see stats
By Carnarius the Dwarf Bulwark level 25
29th Iron 123rd year of Ascendancy at 22:45 see stats
By Carnarius the Dwarf Bulwark level 33
4th Gold 123rd year of Ascendancy at 11:01 see stats
By Carnarius the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 03:10 see stats
By Carnarius the Dwarf Bulwark level 42
22nd Profit 123rd year of Ascendancy at 18:07 see stats
By Carnarius the Dwarf Bulwark level 44
4th Dearth 123rd year of Ascendancy at 04:06 see stats
By Carnarius the Dwarf Bulwark level 10
11st Profit 122nd year of Ascendancy at 04:02 see stats
By Carnarius the Dwarf Bulwark level 27
2nd Steel 123rd year of Ascendancy at 08:20 see stats
By Carnarius the Dwarf Bulwark level 20
18th Shortage 122nd year of Ascendancy at 01:35 see stats
By Carnarius the Dwarf Bulwark level 45
5th Dearth 123rd year of Ascendancy at 16:20 see stats
By Carnarius the Dwarf Bulwark level 27
3rd Steel 123rd year of Ascendancy at 22:25 see stats
By Carnarius the Dwarf Bulwark level 41
20th Profit 123rd year of Ascendancy at 02:57 see stats
Log
Luminous horror casts Barrier.
A shield forms around luminous horror.
Luminous horror casts Firebeam.
Luminous horror hits Carnarius for 14 fire damage.
Luminous horror hits Carnarius for 12 fire damage.
Radiant horror hits Carnarius for 43 light damage.
Luminous horror hits Carnarius for 12 fire damage.
Luminous horror hits Carnarius for 38 light damage.
Searing horror casts Healing Light.
Luminous horror casts Firebeam.
Luminous horror has regained its confidence.
Luminous horror has regained its confidence.
The One That Writes's temporal vortex hits Carnarius for 53 temporal damage.
The One That Writes's temporal vortex hits Carnarius for 51 temporal damage.
Luminous horror hits Carnarius for 12 fire damage.
Searing horror receives 476 healing.
Luminous horror starts to bleed.
Luminous horror casts Barrier.
A shield forms around luminous horror.
Carnarius hits Luminous horror for 118 physical, 4 mind (121 total damage).
The One That Writes casts Netherblast.
Luminous horror casts Barrier.
A shield forms around luminous horror.
Luminous horror misses Carnarius.
Searing horror's Body of Fire hits Carnarius for 51 fire damage.
The One That Writes's Reality Fracture hits Carnarius for 12 temporal, 17 darkness (29 total damage).
Searing horror's Body of Fire hits Carnarius for 53 fire damage.
The One That Writes's Netherblast hits Carnarius for 192 temporal, 258 darkness (450 total damage).
Carnarius the level 45 dwarf bulwark was darkened to death by The One That Writes and written off the story on level 3 of The Place Which Does Not Exist.