











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Brightwood UI 1.7.6Brightwood UI - originally by daftigod. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 14 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 14 on the 39th Profit 122nd year of Ascendancy at 09:16 / 2Killed by worm that walks at level 14 on the 39th Profit 122nd year of Ascendancy at 09:33 |
Primary Stats
| Strength | 43 (base 37) |
| Dexterity | 13 (base 12) |
| Constitution | 40 (base 26) |
| Magic | 8 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -58/619 |
| Stamina | 184/184 |
| Healing Factor | 1.4822297605397 |
| Regeneration | 0.37055744013492 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 26 |
| Crit Chance | 4% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +9% |
| Acid | +12% |
| Fire | +14% |
| Nature | +9% |
Offense: Damage Penetration
| Fire | +5% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 14.000000000001 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 13 |
| Physical Save | 41 |
| Spell Save | 21 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Physical | + 14%( 70%) |
| Cold | + 29%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 16%( 70%) |
| Temporal | + 18%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Disarm Resistance | 29% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 227 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 405% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by giant white rat. Escort: lost defiler (level 3 of Trollmire) | failed |
You failed to protect the lost sun paladin from death by Glolaith the rattlesnake. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)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. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bear paw. * '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.' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. 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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Earolaran (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Apr +2 ----- def ----- Armour +1 Resists +9% acid +1% physical +3% cold Phys.save +7 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+4 eff.) ---------- misc Max.stam +10.00 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +41.00 Heal.mod +11% ---------- 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 | Eilinuriamina (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Wil +3 Con dps ---------- Dmg.mod +11% fire Melee Ret 4 acid ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +16% fire A pointy cloth hat, very wizardly... |
| On hands | iron gauntlets 'Singecrypt' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str dps ---------- Melee+ 6 nature Dmg.mod +3% nature +3% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +3% darkness Crit.chn- 15.00% Heal.mod +15% 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. |
| Around waist | grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
| In main hand | dwarven-steel longsword 'Heatenvy' (22-30 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 acid On Crit.r2 +4 fire While equipped: dps ---------- Dmg.mod +12% acid +3% darkness Res.pen +15% acid +5% fire Acc +8 (+4 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +3% fire Disarm- +29% Sharp, long, and deadly. |
| Main armor | Adenne the Glowkin (0 def, 4 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +1 Dex +3 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +6% nature ----- def ----- Armour +4 Resists +9% all Phys.save +6 (+2 eff.) Die.at -20.00 life Poison- +20% Disease- +22% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Goreroddagorn the Dawnbutcher0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% light Melee Ret 2 blight 2 light ---------- misc Light +3 Amulets make your neck look great! |
Inventory
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel greatsword 'Toryndur' (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +10 Wil +1 Cun +12 Con ----- def ----- Armour +6 Max.HP +40.00 Poison- +20% Confus- +10% ---------- misc Max.psi +10.00 Light +1 Massive two-handed swords. |
chilling steel longsword (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 cold Sharp, long, and deadly. |
gifted thorny mindstar (10-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
Ebonybreaker (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +6 (+6 eff.) Dmg.mod +15% blight +6% nature +9% darkness Res.pen +15% darkness Melee Ret 2 physical ----- def ----- Phys.save +6 (+2 eff.) ---------- misc Max.stam +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron waraxe 'Sunbane' (18-24 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +8 fire While equipped: ----- def ----- Defense +10 (+5 eff.) Spell.save +3 (+1 eff.) One-handed war axes. |
Freezeglean (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +9% cold ----- def ----- Armour +5 Phys.save +3 (+1 eff.) ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nimbuszephyr the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% arcane +9% mind Res.pen +5% lightning +5% blight ----- def ----- Armour +1 Resists +3% blight 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. |
dwarven-steel gauntlets 'Taintsmash' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Dex dps ---------- Melee+ 5 fire Dmg.mod +3% light +4% fire Melee Ret 6 nature On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Armour +2 Fatigue +3% Resists +9% nature +6% fire Crit.chn- 5.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
Islarialle the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +3 Cun +4 Dex ----- def ----- Armour +11 Fatigue +22% Crit.chn- 10.00% Max.HP +34.00 ---------- misc Light +2 Infravis +3 A suit of armour made of metal plates. |
iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +7 Fatigue +22% A suit of armour made of metal plates. |
aquamarine0.0 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. |
opal0.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
self-loading pouch of steel shots of vileness (21/21, 19-23 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane Power 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Rld cld 4 Ranged+ +6 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 5 Shots are used with slings to pummel your foes to death. |
ametrine0.0 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. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Warbul the Dwarf Bulwark level 10
28th Profit 122nd year of Ascendancy at 07:48 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Warbul the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 22:39 see stats
Unstoppable (Roguelike)
Returned from the dead.By Warbul the Dwarf Bulwark level 14
39th Profit 122nd year of Ascendancy at 09:16 see stats
Log
Talent Shield Pummel is ready to use.
Worm that walks uses Infusion: Regeneration.
Worm that walks starts regenerating health quickly.
Worm that walks casts Worm Rot.
Warbul is afflicted by a terrible worm rot!
Worm that walks HEALS from blight damage!
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 2 healing (0 total damage) [2 healing].
Worm Rot from Worm that walks hits Warbul for 42 blight, 34 acid (76 total damage).
Worm that walks HEALS from blight damage!
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 2 healing (0 total damage) [2 healing].
Worm Rot from Worm that walks hits Warbul for 42 blight, 34 acid (76 total damage).
Worm Rot from Worm that walks hits Warbul for 34 blight, 27 acid (61 total damage).
Worm Rot from Worm that walks hits Warbul for 34 blight, 27 acid (61 total damage).
Warbul is free from the worm rot.
A carrion worm mass bursts out of Warbul!
Talent Shield Wall is ready to use.
Worm that walks hits Warbul for 97 blight damage.
Worm that walks stops regenerating health quickly.
Worm that walks uses Blindside.
Worm that walks HEALS from blight damage!
Melee retaliation hits Worm that walks for 0 blight, 1 healing, 2 light, 1 acid, 0 blight, 1 healing, 2 light, 1 acid (5 total damage) [2 healing].
Worm that walks hits Warbul for 41 physical damage.
Warbul the level 14 dwarf bulwark was swiped to death by a worm that walks on level 3 of Lake of Nur.











































































