












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! 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 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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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 | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 19 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by forest wight at level 19 on the 2nd Loss 122nd year of Ascendancy at 03:55 / 1 |
Primary Stats
| Strength | 48 (base 37) |
| Dexterity | 26 (base 19) |
| Constitution | 53 (base 38) |
| Magic | 8 (base 10) |
| Willpower | 26 (base 15) |
| Cunning | 15 (base 10) |
Resources
| Life | -2/848 |
| Stamina | 50/194 |
| Healing Factor | 1.2945784192899 |
| Regeneration | 4.7479271674899 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 45 |
| Crit Chance | 8% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +16% |
| Mind | +3% |
| Cold | +6% |
Offense: Damage Penetration
| Physical | +6% |
| Darkness | +25% |
| Mind | +10% |
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 49.883307766991 (81.151787968034%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 33 |
| Physical Save | 48 |
| Spell Save | 49 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 40%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 13%( 70%) |
| Light | + 17%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Disarm Resistance | 44% |
| Pinning Resistance | 27% |
| Blind Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 31% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 474 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 146 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 6. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 explosive force. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed orc heart. | active |
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 |
Equipment
| On feet | Layutta the Freezejeer (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +6% cold Ignore resists +15% cold On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Armor +4 Fatigue +2% Resistance +9% cold other ------- Max psi +10.00 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Yvekira the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Disrupt While equipped: defense ------ Defense +10 (+5 eff.) Resistance +9% acid, +9% nature, +3% all Crit Resistance 5.00% Spell save +6 (+2 eff.) Blind Resist +10% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Brenahek (0 def, 10 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats Dex +3, Con +3 offense ------ On-Hit 10 physical Damage +6% physical Ignore resists +5% mind defense ------ Armor +10 Fatigue +3% other ------- EQ when Hit +0.04 Psi when Hit +0.12 Max psi +30.00 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. |
| Tool | evasive steel torque of gale force [power 150] (5/15 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 174 physical damage Puts all charms on 15 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's stralite ring of tenacity0.1 Encumbrance T4 ring jewelry [Ego] Master While equipped: Stats Dex +6 offense ------ Accuracy +12 (+4 eff.) defense ------ Life +27.00 Disarm Resist +32% Pinning Resist +27% Knockbk Resist +31% Rings make your fingers look great! |
| On fingers | stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +11 (+3 eff.) Ignore Armor +7 defense ------ Defense +7 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 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 86% 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 | warrior's copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Str +2 defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
| In main hand | warbringer's stralite waraxe (32-44 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Master Weapon Damage 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats Con +4 offense ------ Physical Power +7 (+2 eff.) Ignore resists +6% physical defense ------ Disarm Resist +12% One-handed war axes. |
| Around waist | hardened leather belt 'Ravenwilter'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats Cun +3, Wil +4 offense ------ Damage +3% mind Ignore resists +25% darkness defense ------ Life +38.00 other ------- Psi when Hit +0.04 A belt that goes around your waist. |
| In off hand | acidic dwarven-steel shield of purity (0 def, 6 armour, 30-35 power, 72 block)7.0 Encumbrance T3 shield armor [Ego] Nature When used to Attack: Weapon Damage 29.5 - 35.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +72 On-hit +13 item acid corrode On Hit: * 13% chance to reduce armor by 9% While equipped: offense ------ On-Hit 6 acid When Hit 3 acid defense ------ Armor +6 Fatigue +8% Resistance +13% nature, +13% blight other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | wyrmwaxed linen cloak of fog (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego++] Nature While equipped: defense ------ Defense +6 (+3 eff.) Resistance +6% acid, +11% light +17% fire, +6% lightning +5% cold Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel mail armour 'Elenerand' (10 def, 13 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats Cun +2 offense ------ Spellpower/crit +6 Ignore resists +5% mind defense ------ Armor +13 Defense +10 (+5 eff.) Fatigue +12% Resistance +5% acid, +21% cold Mind save +14 (+5 eff.) other ------- Max psi +30.00 Max vim +10.00 Breathe water A suit of armour made of mail. |
Inventory
healing infusion of the warrior (heal 147; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 400%; cd 18)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 496%; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 496% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 269; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 269 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. |
wild infusion of the duelist (res 21%; physical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the warrior (range 4; phase 18; cd 17)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.70 cold and 12.81 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
savior's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Blind Resist +22% other ------- Infravision +3 See Stealth +7 See Invisibility +7 Rings make your fingers look great! |
steel ring 'Bethilaith'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats Str +5, Con +5 offense ------ Spell Crit +4% Physical Power +7 (+2 eff.) Spellpower/crit +6 Ignore resists +10% temporal defense ------ Spell save +12 (+4 eff.) other ------- Max mana +40.00 Max vim +10.00 Rings make your fingers look great! |
steel battleaxe (22-34 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Normal] Weapon Damage 22.5 - 33.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% Massive two-handed battleaxes. |
chilling steel dagger (10-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +11 cold Sharp, short and deadly. |
Tirakai's Maul (32-42 power, 6 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
steel greatmaul of massacre (38-58 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Master Weapon Damage 38.5 - 57.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
Scorchmonster4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Random Unique] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-crit, radius 2 +8 blight While equipped: Stats Dex +5 offense ------ Physical Crit +5.0% Ignore resists +9% physical Accuracy +17 (+5 eff.) When Hit 2 fire defense ------ Resistance +3% blight, +6% fire Longbows are used to shoot arrows at your foes. |
Salykira the dwarven-steel mace (26-37 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Master Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% On-Hit (Melee): * 20% chance to reduce armor by 9% defense ------ Resistance +3% acid, +3% fire, +3% cold +6% temporal Stun Resist +10% Blunt and deadly. |
steel mace (16-22 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Normal] Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
steel mace (14-19 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Normal] Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
horrifying vined mindstar (4-4 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 5 mind, 5 darkness Damage +3% mind, +3% darkness other ------- 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. |
ash magestaff (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats Cun +3, Wil +4 offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind, +5% physical Ignore resists +10% mind, +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid, +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 26.60 to 33.25 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Prismwedge the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Cun +3, Con +3 offense ------ Damage +9% light Ignore resists +10% fire When Hit 4 light, 6 fire defense ------ Armor +4 Fatigue +3% Resistance +12% light, +3% fire Physical save +16 (+5 eff.) Mind save +12 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats Cun +3, Dex +3 defense ------ Armor +4 Fatigue +3% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 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 60% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
prismatic hardened leather cap of strength (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats Str +4 defense ------ Armor +3 Fatigue +3% Resistance +12% light, +12% darkness A cap made of leather. |
impenetrable steel mail armour of the deep (2 def, 17 armour)14.0 Encumbrance T2 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +17 Defense +2 (+1 eff.) Fatigue +12% Resistance +5% acid, +6% cold other ------- Breathe water A suit of armour made of mail. |
reinforced steel shield of the stars (0 def, 5 armour, 14-16 power, 65 block)7.0 Encumbrance T2 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 13.5 - 16.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +65 On-hit +11 light, +10 darkness While equipped: Stats Cun +1, Mag +2 offense ------ Damage +11% light, +12% darkness defense ------ Armor +5 Fatigue +8% Resistance +12% light, +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) 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 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Emuriavena the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats Wil +1 offense ------ Mindpower +5 (+2 eff.) defense ------ Resistance +6% lightning, +6% darkness Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +6 See Invisibility +7 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
iron torque of gale force [power 100] (5/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 116 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 49] (5/25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By cc the Dwarf Bulwark level 8
27th Voratun 122nd year of Ascendancy at 07:38 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By cc the Dwarf Bulwark level 18
31st Dearth 122nd year of Ascendancy at 17:05 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By cc the Dwarf Bulwark level 19
34th Dearth 122nd year of Ascendancy at 03:19 see stats
Level 10 (Roguelike)
Got a character to level 10.By cc the Dwarf Bulwark level 10
16th Profit 122nd year of Ascendancy at 07:11 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By cc the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 21:46 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By cc the Dwarf Bulwark level 19
37th Dearth 122nd year of Ascendancy at 03:20 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By cc the Dwarf Bulwark level 13
34th Profit 122nd year of Ascendancy at 10:28 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By cc the Dwarf Bulwark level 19
36th Dearth 122nd year of Ascendancy at 04:17 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By cc the Dwarf Bulwark level 15
16th Dearth 122nd year of Ascendancy at 01:18 see stats
Log
cc hits Gaeramarth for 280 physical damage.
cc hits Something for 280 physical damage.
cc hits Ghoul for 225 physical damage.
Cc's skin returns to normal.
Cc has recovered!
Talent Vitality is ready to use.
Burning from Forest wight hits cc for 26 fire damage.
Orc elite berserker uses Pride of the Orcs.
Orc elite berserker receives 176 healing from Pride of the Orcs.
Ghoul uses Retch.
Ghoul VOMITS on the ground!
Ghoul speeds up in the retch.
Forest wight's glacial vapour area effect hits Forest wight for 9 cold damage.
Forest wight's glacial vapour area effect hits Dreadmaster for 28 cold damage.
Forest wight's glacial vapour area effect hits Gaeramarth for 43 cold damage.
Forest wight's glacial vapour area effect hits Icy orc wyrmic for 21 cold damage.
Forest wight's glacial vapour area effect hits Master vampire for 9 cold damage.
Forest wight's glacial vapour area effect hits Something for 6 cold damage.
Forest wight's glacial vapour area effect hits cc for 26 cold damage.
Forest wight's glacial vapour area effect hits Something for 43 cold damage.
Forest wight's glacial vapour area effect hits Ghoul for 43 cold damage.
Ghoul's purging blight area effect hits Gaeramarth for 31 blight damage.
Ghoul's purging blight area effect hits Icy orc wyrmic for 31 blight damage.
Master vampire receives 47 healing from Ghoul's purging blight area effect.
Dreadmaster receives 47 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Something for 17 blight damage.
Ghoul's purging blight area effect hits Orc elite berserker for 24 blight damage.
Forest wight receives 47 healing from Ghoul's purging blight area effect.
Ghoul receives 62 healing from Ghoul's purging blight area effect.
cc the level 19 dwarf bulwark was cooled to death by a forest wight on level 1 of Dreadfell.




















































































