











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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! 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Bulwark |
| Level / Exp | 25 / 96% |
| Size | small |
| Lifes / Deaths | Killed by elven cultist at level 25 on the 59th Regrowth 123rd year of Ascendancy at 22:30 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 60 (base 55) |
| Dexterity | 25 (base 22) |
| Constitution | 27 (base 18) |
| Magic | 10 (base 10) |
| Willpower | 40 (base 26) |
| Cunning | 28 (base 16) |
Resources
| Life | 1/892 |
| Stamina | 188/260 |
| Equilibrium | 45 |
| Healing Factor | 1.2386945338482 |
| Regeneration | 0.30967363346204 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 35.549391208114 |
| See Invisible | 35.549391208114 |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 62 |
| Crit Chance | 26% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +10% |
| Physical | +4% |
| Arcane | +12% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +18% |
| Light | +5% |
| Mind | +20% |
Defense: Base
| Armour (hardiness) | 57.08934837382 (86.151787968034%) |
| Defense | 13 |
| Ranged Defense | 13 |
| Fatigue | 24 |
| Physical Save | 46 |
| Spell Save | 24 |
| Mental Save | 26 |
Defense: Resistances
| Lightning | + 38%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 13%( 70%) |
| Darkness | + 21%( 70%) |
| Arcane | + 9%( 70%) |
| Mind | + 16%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 621% 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. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 325 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 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 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. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the injured seer from death by brown bear. Escort: injured seer (level 2 of Norgos Lair) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 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 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the temporal explorer from death by Belomina the white wolf. Escort: temporal explorer (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. You have been shown a secret entrance to his stronghold. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * '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.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed wretchling eyeball. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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! | active |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Noonrebel the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Wil +1 Cun +2 Con dps ---------- Phys.crit +1.0% Phys.pwr +4 (+1 eff.) Res.pen +5% light +8% physical ----- def ----- Armour +4 Fatigue +3% Crit.chn- 10.00% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(96 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Layatha (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Fatigue +1% Resists +3% lightning +5% arcane +9% darkness Phys.save +15 (+5 eff.) Stun/Frz- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | soothing steel torque of psionic shield [power 43] (22 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 22 cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Arthidar the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Str +4 Wil +3 Con dps ---------- Phys.crit +1.0% Apr +2 On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +4 Mind.save +8 (+4 eff.) ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
| On fingers | steel ring of misery0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 13 physical Ranged+ 6 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 22 On Hit (Ranged): * 11% chance to reduce all saves and defense by 22 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 17 cooldown Level 5.2 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Glorann the stralite waraxe (46-64 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 45.5 - 63.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 22 While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +20 (+5 eff.) Dmg.mod +12% arcane Res.pen +20% mind Acc +25 (+6 eff.) ----- def ----- Resists +12% mind One-handed war axes. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Porotira the stralite shield (0 def, 8 armour, 60-71 power, 146 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Master When used to Attack: Power 59.5 - 71.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +146 Melee+ +4 acid On Hit: * 10% chance to slow global speed by 48% On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +5 (+2 eff.) Dmg.mod +3% acid On shield block: * Cause enemies within radius 6 to bleed for 231 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +16% lightning +9% temporal +3% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Umbrabait (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Spell.crit +5% Crit.mult +15.00% S.pwr/crit +4 Dmg.mod +6% mind Acc +18 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Resists +6% darkness Max.HP +43.00 ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xeruma (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Res.pen +10% physical Acc +30 (+7 eff.) ----- def ----- Armour +7 Fatigue +22% Resists +16% lightning +3% light Crit.chn- 5.00% Die.at -40.00 life Pinning- +20% A suit of armour made of metal plates. |
Inventory
Ivodata the Flashpyre0.1 T2 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Apr +5 Melee Ret 8 light ----- def ----- Resists +14% nature +12% blight Poison- +24% Disease- +23% ---------- misc Psi/ret +0.12 Max.stam +30.00 Max.hate +4.00 Amulets make your neck look great! |
stralite amulet0.1 T4 amulet jewelry [Normal] Amulets make your neck look great! |
sneakthief's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +7 Dex dps ---------- Acc +23 (+6 eff.) Apr +12 ----- def ----- Defense +12 (+9 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 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 97% 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! |
balanced stralite battleaxe (44-66 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Master Power 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Acc +14 (+3 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +41% Massive two-handed battleaxes. |
flaming stralite battleaxe of massacre (56-83 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane/Master Power 55.5 - 83.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit.r1 +16 fire Massive two-handed battleaxes. |
truestriking dwarven-steel greatmaul of enduring (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego++] Nature/Master Power 41.0 - 61.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +10 Con +10 Wil dps ---------- Res.pen +12% physical Acc +12 (+3 eff.) Apr +9 ----- def ----- Max.HP +27.00 Massive two-handed mauls. |
horrifying pulsing mindstar of balance (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 6 mind 7 darkness Dmg.mod +4% mind +6% darkness ----- def ----- Phys.save +4 (+1 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Equi/ret +0.70 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. |
Lighthunter (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Spell.crit +15% Crit.mult +15.00% Spell.pwr +22 (+16 eff.) Dmg.mod +25% darkness +6% arcane Res.pen +10% arcane Melee Ret 6 blight ----- def ----- Resists +12% light Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff of breaching (30-36 power, 5 apr, light element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+12 eff.) Dmg.mod +30% light Res.pen +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Zeridunalachak the dwarven-steel waraxe (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Master/Psionic Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 mind On Hit.r1 +8 mind On Hit: * 20 arcane resource burn * 10% chance to reduce all saves and defense by 22 While equipped: Stats +3 Str +2 Dex +3 Wil +5 Cun dps ---------- Phys.spd +10% Dmg.mod +7% physical Acc +26 (+6 eff.) ----- def ----- Spell.save +9 (+4 eff.) One-handed war axes. |
Layedalaith the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Phys.crit +5.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Resists +15% blight Blind- +10% Stun/Frz- +20% A belt that goes around your waist. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Silence- +26% Confus- +20% Stun/Frz- +28% ---------- misc Stam/turn +0.60 Max.stam +21.00 A pair of boots made of leather. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +8 (+7 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
acidic dwarven-steel shield of resilience (0 def, 6 armour, 30-37 power, 84.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 30.5 - 36.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 On Hit: * 13% chance to reduce armor by 15% While equipped: dps ---------- Melee+ 5 acid Melee Ret 4 acid ----- def ----- Armour +6 Fatigue +8% Max.HP +44.00 ---------- misc Talents +1 Block Handheld deflection devices. |
corrosive steel shield of reflection (0 def, 4 armour, 17-20 power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 17.0 - 20.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +12 acid While equipped: Stats +2 Con dps ---------- On Melee Ret: * 12% chance to reduce armor by 15% ----- def ----- Armour +4 Fatigue +8% Resists +13% acid +13% light +10% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
80 alchemist agate0.0 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. |
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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe of delving (dig speed 32 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Str +2 Con ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade0.0 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
amethyst0.0 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By bulwark2 the Halfling Bulwark level 20
55th Haze 122nd year of Ascendancy at 22:44 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By bulwark2 the Halfling Bulwark level 18
18th Haze 122nd year of Ascendancy at 14:50 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By bulwark2 the Halfling Bulwark level 19
52nd Haze 122nd year of Ascendancy at 07:55 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By bulwark2 the Halfling Bulwark level 10
1st Flare 122nd year of Ascendancy at 04:24 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By bulwark2 the Halfling Bulwark level 20
52nd Haze 122nd year of Ascendancy at 08:01 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By bulwark2 the Halfling Bulwark level 22
12nd Regrowth 123rd year of Ascendancy at 06:30 see stats
Shasshhiy'Kaish (Nightmare (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By bulwark2 the Halfling Bulwark level 22
22nd Regrowth 123rd year of Ascendancy at 09:46 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By bulwark2 the Halfling Bulwark level 21
11st Regrowth 123rd year of Ascendancy at 02:33 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By bulwark2 the Halfling Bulwark level 16
68th Dusk 122nd year of Ascendancy at 16:35 see stats
Log
Bulwark2 uses Infusion: Regeneration.
Bulwark2 starts regenerating health quickly.
Elven cultist casts Drain.
Elven cultist hits bulwark2 for 128 blight damage.
Decrepitude Disease from Elven cultist hits bulwark2 for 45 blight damage.
Weakness Disease from Elven cultist hits bulwark2 for 32 blight damage.
Rotting Disease from Elven cultist hits bulwark2 for 77 blight damage.
Elven cultist uses torque!
Elven cultist casts Grace of the Eternals.
Elven cultist speeds up.
Bulwark2 uses Antimagic Zone.
Elven cultist is silenced!
Elven cultist is silenced!
Elven cultist casts Timeless.
Elven cultist is not silenced anymore.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Bulwark2's manaburn arcane area effect hits bulwark2 for 0 arcane damage.
Bulwark2's manaburn arcane area effect hits Elven cultist for (33 flat reduction), 0 arcane (0 total damage).
Bulwark2's manaburn arcane area effect hits Elven cultist for 33 arcane damage.
Elven cultist misses bulwark2.
Bulwark2 is no longer evading attacks.
Talent Track is ready to use.
Decrepitude Disease from Elven cultist hits bulwark2 for 45 blight damage.
Weakness Disease from Elven cultist hits bulwark2 for 32 blight damage.
Rotting Disease from Elven cultist hits bulwark2 for 72 blight damage.
Bulwark2 tries to evade attacks.
Elven cultist's Soul Rot hits bulwark2 for 351 blight damage.
bulwark2 the level 25 halfling bulwark was diseased to death by an elven cultist on level 2 of Dark crypt.




















































































