











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
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 Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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 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:
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 1.7.4Official 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 | Dwarf |
Class | Bulwark |
Level / Exp | 32 / 53% |
Size | big |
Lifes / Deaths | Killed by elven blood mage at level 32 on the 13rd Dearth 123rd year of Ascendancy at 09:07 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 108 (base 44) |
Dexterity | 40 (base 24) |
Constitution | 65 (base 48) |
Magic | 8 (base 10) |
Willpower | 40 (base 28) |
Cunning | 25 (base 14) |
Resources
Life | 1/1410 |
Stamina | 179/289 |
Equilibrium | 31 |
Healing Factor | 1.0541355335885 |
Regeneration | 8.0826337233724 |
Speed
Mental | +8.8817841970013E-14% |
Attack | 0% |
Movement | +1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 159 |
Accuracy | 47 |
Crit Chance | 12% |
APR | 29 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +12% |
Acid | +6% |
Physical | +10% |
Mind | +14% |
All | 0% |
Offense: Damage Penetration
Fire | +25% |
Acid | +40% |
Defense: Base
Armour (hardiness) | 84.511077022655 (99.749889547741%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 79 |
Spell Save | 50 |
Mental Save | 41 |
Defense: Resistances
Lightning | + 39%( 70%) |
Fire | + 46%( 70%) |
Nature | + 20%( 70%) |
Darkness | + 58%( 70%) |
Physical | + 24%( 70%) |
Cold | + 23%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 69% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 259 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 785% 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. |
Class Talents
Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.47 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
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. 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 failed to protect the lost sun paladin from death by Betonne the large white snake. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 |
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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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 |
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 precision. 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.' * You've found the needed ice ant stinger. * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * '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 snow giant kidney. * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 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 green worm. | 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 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 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Phys.pwr +15 (+4 eff.) Melee Ret 2 physical ----- def ----- Armour +3 Defense +10 (+3 eff.) Resists +3% darkness +4% physical Phys.save +11 (+2 eff.) Mind.save +16 (+6 eff.) A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% lightning +9% cold +6% nature +3% darkness ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+2 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +3 Fatigue +5% HP.reg +4.00 ---------- misc Stam/turn +0.80 Max.stam +21.00 Unarmed combat: Power 28.5 - 39.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +22 Crit +10.0% Atk.spd 83% On Hit: 10% Nightmare 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Cun dps ---------- Dmg.mod +6% mind Res.pen +20% acid ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Cun +4 Dex dps ---------- Melee+ 11 physical Ranged+ 16 physical Acc +8 (+3 eff.) On Hit (Melee): * 13% chance to reduce all saves and defense by 24 On Hit (Ranged): * 13% chance to reduce all saves and defense by 24 ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 5.2 Pwr.cost 20 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! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 91.41 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +19% lightning Stun/Frz- +29% ---------- misc Masteries +0.17 Technique/Shield offense Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+4 eff.) Dmg.mod +8% mind The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +6% acid +12% darkness Res.pen +20% acid +25% fire ----- def ----- Resists +20% darkness +12% fire Phys.save +11 (+2 eff.) A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 68.0 - 81.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +182 On Hit: * 20% chance to reduce armor by 13% While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +23 Fatigue +8% Phys.save +9 (+2 eff.) Die.at -60.00 life Max.HP +75.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.pwr +10 (+3 eff.) Apr +1 ----- def ----- Defense +17 (+6 eff.) Crit.chn- 15.00% Phys.save +6 (+1 eff.) ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+7 eff.) Resists +25% darkness +25% fire Phys.save +40 (+8 eff.) Max.HP +100.00 Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Inventory
![]() 2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +22% mind +6% darkness Res.pen +15% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +4 Resists +6% darkness +4% physical +22% mind +11% all Disarm- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +17 Fatigue +22% Resists +10% acid +9% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 While equipped: dps ---------- Spell.crit +1% Dmg.mod +6% blight Res.pen +15% temporal On shield block: * Cause enemies within radius 6 to bleed for 266 physical damage over 5 turns (1/turn) On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Fatigue +8% Resists +21% fire +12% temporal ---------- misc Mana/turn +0.20 Vim/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
![]() 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. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 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. |
Achievements
By Charlie Chaplin the Dwarf Bulwark level 17
3rd Iron 123rd year of Ascendancy at 11:12 see stats
By Charlie Chaplin the Dwarf Bulwark level 29
26th Voratun 123rd year of Ascendancy at 12:13 see stats
By Charlie Chaplin the Dwarf Bulwark level 17
17th Loss 122nd year of Ascendancy at 00:57 see stats
By Charlie Chaplin the Dwarf Bulwark level 22
11st Steel 123rd year of Ascendancy at 10:43 see stats
By Charlie Chaplin the Dwarf Bulwark level 20
26th Iron 123rd year of Ascendancy at 18:56 see stats
By Charlie Chaplin the Dwarf Bulwark level 29
13rd Stralite 123rd year of Ascendancy at 12:56 see stats
By Charlie Chaplin the Dwarf Bulwark level 31
31st Voratun 123rd year of Ascendancy at 18:45 see stats
By Charlie Chaplin the Dwarf Bulwark level 10
9th Dearth 122nd year of Ascendancy at 17:24 see stats
By Charlie Chaplin the Dwarf Bulwark level 20
25th Iron 123rd year of Ascendancy at 12:07 see stats
By Charlie Chaplin the Dwarf Bulwark level 30
27th Voratun 123rd year of Ascendancy at 12:23 see stats
By Charlie Chaplin the Dwarf Bulwark level 31
18th Profit 123rd year of Ascendancy at 18:15 see stats
By Charlie Chaplin the Dwarf Bulwark level 26
17th Steel 123rd year of Ascendancy at 11:58 see stats
By Charlie Chaplin the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 05:24 see stats
By Charlie Chaplin the Dwarf Bulwark level 32
13rd Dearth 123rd year of Ascendancy at 09:04 see stats
By Charlie Chaplin the Dwarf Bulwark level 8
2nd Dearth 122nd year of Ascendancy at 14:43 see stats
By Charlie Chaplin the Dwarf Bulwark level 20
25th Iron 123rd year of Ascendancy at 16:11 see stats
By Charlie Chaplin the Dwarf Bulwark level 31
23rd Profit 123rd year of Ascendancy at 14:32 see stats
By Charlie Chaplin the Dwarf Bulwark level 28
30th Gold 123rd year of Ascendancy at 16:03 see stats
By Charlie Chaplin the Dwarf Bulwark level 18
13rd Iron 123rd year of Ascendancy at 09:22 see stats
Log
Charlie Chaplin stops regenerating health quickly.
Charlie Chaplin feels pain again.
Elven blood mage hits Charlie Chaplin for (39 antimagic), 42 blight (42 total damage).
Weakness Disease from Grand Corruptor hits Charlie Chaplin for (27 antimagic), 0 blight (0 total damage).
Personal New Achievement: That was close (Nightmare (Roguelike) difficulty)!
Bloodcaller hits Charlie Chaplin for 2 healing, 1 healing (0 total damage) [3 healing].
Deep Wound from Charlie Chaplin hits Grand Corruptor for 58 physical damage.
Bleeding from Charlie Chaplin hits Grand Corruptor for 52 physical damage.
Charlie Chaplin prepares for the next kill!
Bleeding from Charlie Chaplin killed Grand Corruptor!
Charlie Chaplin resists the bloody wave!
Grand Corruptor's bloodspring area effect hits Charlie Chaplin for (39 antimagic), 93 blight (93 total damage).
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You are unable to move!
Elven blood mage casts Blood Spray.
Charlie Chaplin is afflicted by a decrepitude disease!
Charlie Chaplin is free from the weakness disease.
Charlie Chaplin 's skin returns to normal.
Elven blood mage hits Charlie Chaplin for (39 antimagic), 65 blight (65 total damage).
Decrepitude Disease from Elven blood mage hits Charlie Chaplin for (20 antimagic), 0 blight (0 total damage).
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You are unable to move!
Elven blood mage casts Blood Boil.
Charlie Chaplin is free from the decrepitude disease.
Charlie Chaplin slows down.
Elven blood mage receives 80 healing.
Elven blood mage hits Charlie Chaplin for (39 antimagic), 88 blight (88 total damage).
Charlie Chaplin the level 32 dwarf bulwark was diseased to death by an elven blood mage on level 2 of Mark of the Spellblaze.