










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Thalore |
Class | Bulwark |
Level / Exp | 17 / 99% |
Size | medium |
Lifes / Deaths | Killed by BopBop at level 17 on the 12nd Haze 122nd year of Ascendancy at 06:25 / 1 |
Primary Stats
Strength | 44 (base 40) |
Dexterity | 24 (base 21) |
Constitution | 37 (base 29) |
Magic | 8 (base 10) |
Willpower | 17 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | -328/580 |
Stamina | 146/196 |
Healing Factor | 1.6041015905905 |
Regeneration | 22.691865665005 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 2 |
See Invisible | 3 |
Offense: Mainhand
Damage | 74 |
Accuracy | 39 |
Crit Chance | 9% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 2.6666666666667 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +6% |
Light | +10% |
All | 0% |
Offense: Damage Penetration
Physical | +7% |
Defense: Base
Armour (hardiness) | 25.317011280365 (72.903125182002%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 26 |
Physical Save | 38 |
Spell Save | 30 |
Mental Save | 4 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 26%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 30%( 70%) |
All | + 9%( 70%) |
Darkness | + 26%( 70%) |
Light | + 39%( 70%) |
Fire | + 31%( 70%) |
Physical | + 28%( 70%) |
Defense: Immunities
Disarm Resistance | 23% |
Confusion Resistance | 23% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
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 210 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 140 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 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 grave | active |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed honey tree root. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one 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.' | 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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +5% arcane +5% cold Knockbk- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 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.(64 power, based on Willpower). Uses 10 power out of 6/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +20 (+7 eff.) ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue +4% Resists +8% fire +8% cold Phys.save +12 (+5 eff.) ---------- misc Max.stam +30.00 Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T2 hands armor [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 10 mind 10 darkness On Hit (Melee): * 13% chance to reduce all saves and defense by 14 On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+6 eff.) Mind.save -15 (-15 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% arcane ----- def ----- Spell.save +15 (+8 eff.) Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 430 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 18% for 2 turns. 100% to reduce fatigue by 48% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: ----- def ----- Resists +9% darkness +3% acid Mind.save +9 (+9 eff.) Confus- +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +7 (+3 eff.) Phys.save +4 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Apr +3 ----- def ----- Resists +10% physical Crit.chn- 5.00% ---------- misc Stam/turn +0.40 Light +1 Infravis +2 See.Invis +3 Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mace 1H weapon [Ego++] Master Power 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Con dps ---------- Phys.crit +7.0% Phys.pwr +10 (+4 eff.) Res.pen +7% physical ----- def ----- Disarm- +13% Blunt and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +6% acid +6% blight Max.HP +38.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Ego++] Nature/Psionic When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 Melee+ +12 physical +12 cold While equipped: Stats +4 Wil dps ---------- On shield block: * Deals 58 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +11% physical +10% cold Shield.near.proj +22 Proj.slow +10% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +6 (+3 eff.) Resists +3% light Phys.save +7 (+3 eff.) Spell.save +3 (+2 eff.) HP.reg +2.00 Blind- +20% Disarm- +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 | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 114 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. 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. |
![]() 0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 3.0 T3 longsword 1H weapon [Rare] Psionic Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +4 physical +12 mind +12 fire On Hit: * 18% chance to reduce all saves and defense by 14 While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.pwr +20 (+7 eff.) Dmg.mod +12% cold Res.pen +15% fire ----- def ----- Resists +6% fire Sharp, long, and deadly. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 17.0 - 20.4 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 +2% Spell.pwr +8 (+3 eff.) Dmg.mod +17% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Unique] Arcane A part of set. Power 27.5 - 38.5 Arcane Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Wil +3 Con dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 One-handed war axes. Transformed with the power of the Spellblaze. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +20% One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Dex +1 Con dps ---------- Acc +5 (+1 eff.) Melee Ret 4 fire ----- def ----- Armour +8 Defense +15 (+7 eff.) Resists +7% lightning +8% temporal A belt that goes around your waist. |
![]() 1.0 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 7 light Dmg.mod +6% light ----- def ----- Armour +2 Resists +7% light 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+] Disrupt/Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+4 eff.) On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+6 eff.) 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +15% darkness Res.pen +10% fire Acc +6 (+2 eff.) Melee Ret 4 fire On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +9 (+4 eff.) Fatigue +4% Resists +9% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +8% cold ---------- misc Stam/ret +1.00 Equi/ret +1.30 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Armour +3 Fatigue +1% Resists +6% lightning +3% fire Phys.save +3 (+2 eff.) Die.at -80.00 life ---------- misc Infravis +1 A cap made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +10% nature +12% blight Max.HP +20.00 HP.reg +3.00 Heal.mod +15% A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +11 Fatigue +22% A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str +4 Wil +2 Con dps ---------- Dmg.mod +5% mind ----- def ----- Resists +2% physical ---------- 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 T3 shot ammo [Ego] Master Power 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 55 While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 188 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By BopBop the Thalore Bulwark level 8
6th Mirth 122nd year of Ascendancy at 07:44 see stats
By BopBop the Thalore Bulwark level 10
3rd Summertide 122nd year of Ascendancy at 10:11 see stats
By BopBop the Thalore Bulwark level 15
54th Dusk 122nd year of Ascendancy at 20:28 see stats
By BopBop the Thalore Bulwark level 9
1st Summertide 122nd year of Ascendancy at 17:08 see stats
By BopBop the Thalore Bulwark level 14
40th Dusk 122nd year of Ascendancy at 00:24 see stats
By BopBop the Thalore Bulwark level 17
11st Haze 122nd year of Ascendancy at 12:15 see stats
Log
BopBop uses Infusion: Regeneration.
BopBop starts regenerating health quickly.
BopBop is recovering from the damage!
BopBop HEALS from acid damage!
Gigantic corrosive tunneler's acid area effect hits BopBop for 45 acid, 26 healing (45 total damage) [26 healing].
BopBop is free from the acid.
BopBop uses Infusion: Wild.
BopBop's is no longer weakened.
BopBop is cured!
BopBop lessens the pain.
BopBop wears (replacing Unrykaltholdil the brass lantern): Summertide Phial.
BopBop uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
Talent Shield Slam is ready to use.
Talent Rush is ready to use.
BopBop stops regenerating health quickly.
BopBop feels pain again.
Talent Infusion: Healing is ready to use.
BopBop the level 17 thalore bulwark suffocated to death on level 4 of Sandworm lair.