












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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 | Dwarf |
| Class | Bulwark |
| Level / Exp | 18 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinalrawe the vampire at level 18 on the 11st Gold 123rd year of Ascendancy at 08:58 / 1 |
Primary Stats
| Strength | 50 (base 44) |
| Dexterity | 10 (base 12) |
| Constitution | 41 (base 34) |
| Magic | 12 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -49/765 |
| Stamina | 13/171 |
| Healing Factor | 1.2281403954778 |
| Regeneration | 4.504262594134 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 21 |
| Crit Chance | 12% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Temporal | +3% |
| Blight | +13% |
| Arcane | +3% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 31.317011280365 (72.903125182002%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 27 |
| Physical Save | 45 |
| Spell Save | 32 |
| Mental Save | 16 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 14%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 35%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 20%( 70%) |
| Fire | + 7%( 70%) |
| Lightning | + 21%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
| Pinning Resistance | 20% |
| Silence Resistance | 10% |
| Poison Resistance | 20% |
| Blind Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 202 life over 5 turns. Its effects scale with your Constitution 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 135 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 526% 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 Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you gained talent category Spell / Divination (at mastery 1.00). | done |
You failed to protect the lost defiler from death by orc warrior. Escort: lost defiler (level 1 of Old Forest) | failed |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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 focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed chunk of ghoul flesh. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Tempestoath the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +9% lightning Ignore resists +5% nature defense ------ Armor +3 Fatigue +2% Resistance +12% lightning +6% temporal +6% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | prismatic iron helm of strength (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% Resistance +10% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | temporal rough leather gloves of magic (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 6 temporal On-Ranged-Hit 5 temporal Damage +3% arcane +3% temporal defense ------ Armor +1 Resistance +5% temporal Unarmed combat: Weapon Damage 6.5 - 7.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +5 arcane On-crit, radius 2 +5 arcane On Hit: * 6% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | 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. |
| On fingers | Chargevenom the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +6% cold On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% lightning +6% temporal Life +22.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
| On fingers | Umbrawinnow0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Ignore resists +5% darkness Ignore Armor +4 defense ------ Physical save +6 (+2 eff.) Unlife -20.00 life other ------- Stamina/turn +1.00 Max stamina +10.00 Rings make your fingers look great! |
| Around neck | starlit copper amulet of mastery (0.11 Technique / Battle tactics)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% light +11% darkness Blind Resist +20% other ------- Masteries +0.11 Technique/Battle tactics Amulets make your neck look great! |
| In main hand | Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Around waist | rough leather belt 'Gorilen'1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: Stats +1 Mag +1 Wil defense ------ Armor +8 Defense +15 (+7 eff.) Resistance +5% acid +6% blight Crit Resistance 5.00% other ------- Light +1 A belt that goes around your waist. |
| In off hand | flaming steel shield of physical resistance (+10%) (0 def, 4 armour, 12-14 power, 41 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 12.0 - 14.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +41 On-Hit, radius 1 +12 fire While equipped: offense ------ On-Hit 6 fire When Hit 1 fire defense ------ Armor +4 Fatigue +8% Resistance +10% physical other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Haridig (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Con defense ------ Defense +7 (+3 eff.) Resistance +3% fire Physical save +6 (+2 eff.) Blind Resist +20% Poison Resist +20% Silence Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | prismatic iron mail armour of acid resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% acid +11% light +11% darkness A suit of armour made of mail. |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Prismatic Rune (6 turns; lightning, physical, blight, fire, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 4 blight, 4 fire, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 151; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 151 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
restful copper amulet of mastery (0.11 Technique / Combat training)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +1.00 other ------- Masteries +0.11 Technique/Combat training Amulets make your neck look great! |
warrior's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +4 Str defense ------ Armor +8 Rings make your fingers look great! |
acidic steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Weapon Damage 12.0 - 15.6 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 Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
flaming voratun dagger of projection (38-50 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Psionic Weapon Damage 38.5 - 50.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +7 fire On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
Mireguile (12-16 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Mag +3 Wil +2 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +6% physical Accuracy +10 (+5 eff.) When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 33% defense ------ Physical save +3 (+1 eff.) Disarm Resist +12% other ------- Infravision +3 Sharp, long, and deadly. |
Daimodukan the Hellblack (16-22 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Nature Weapon Damage 16.0 - 22.4 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% On-crit, radius 2 +13 fire While equipped: offense ------ Global Speed +3% Ignore resists +7% fire When Hit 2 fire defense ------ Spell save +3 (+2 eff.) Healmod +10% Disease Resist +20% Knockbk Resist +10% Blunt and deadly. |
flaming steel mace of daylight (12-16 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane Weapon Damage 11.5 - 16.1 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% On-hit +6 light Damage Against +5% Undead On-Hit, radius 1 +7 fire Blunt and deadly. |
ash magestaff of might (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane 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 +7% Spellpower +6 (+3 eff.) Damage +15% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Master 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 +9% Critical power +11.00% Spellpower +6 (+3 eff.) Damage +15% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Betinn the Lightclamor (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +12% light +12% fire Ignore resists +25% mind defense ------ Defense +7 (+3 eff.) Physical save +6 (+2 eff.) other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
iron helm of dexterity (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spellwoven linen wizard hat of light (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+2 eff.) Damage +11% light defense ------ Defense +1 (+0 eff.) Resistance +16% light other ------- Mana/turn +0.13 A pointy cloth hat, very wizardly... |
stabilizing rough leather cap of strength (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% Physical save +11 (+4 eff.) A cap made of leather. |
impenetrable steel mail armour of acid resistance (2 def, 13 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +13 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% acid A suit of armour made of mail. |
prismatic cured leather armour of clarity (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +12% light +13% darkness +7% mind Mind save +14 (+9 eff.) A suit of armour made of leather. |
acidic steel shield of arcane resistance (+11%) (0 def, 4 armour, 15-18 power, 42.5 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Disrupt When used to Attack: Weapon Damage 15.0 - 18.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On Hit: * 11% chance to reduce armor by 11% While equipped: offense ------ On-Hit 6 acid When Hit 3 acid defense ------ Armor +4 Fatigue +8% Resistance +11% arcane other ------- Talents +1 Block Handheld deflection devices. |
iron shield 'Dayspar' (0 def, 2 armour, 10-13 power, 20.5 block)7.0 Encumbrance T1 shield armor [Rare] Psionic When used to Attack: Weapon Damage 10.5 - 12.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 On-Hit, radius 1 +4 light On-crit, radius 2 +8 light While equipped: offense ------ Damage +3% lightning defense ------ Armor +2 Fatigue +8% Resistance +11% mind +3% fire other ------- Talents +1 Block Handheld deflection devices. |
iron shield 'Wildpower' (0 def, 2 armour, 8-10 power, 22 block)7.0 Encumbrance T1 shield armor [Rare] Nature When used to Attack: Weapon Damage 8.0 - 9.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +22 On-hit +16 cold On Hit: * 20% chance to reduce all saves and defense by 8 While equipped: offense ------ Damage +3% nature Ignore resists +5% nature +25% mind When Hit 4 nature defense ------ Armor +2 Fatigue +8% Resistance +12% nature +12% blight other ------- Talents +1 Block Handheld deflection devices. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
13 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rtuio the Dwarf Bulwark level 9
45th Dearth 122nd year of Ascendancy at 07:38 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Rtuio the Dwarf Bulwark level 10
13rd Loss 122nd year of Ascendancy at 01:57 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Rtuio the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 03:08 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Rtuio the Dwarf Bulwark level 8
22nd Dearth 122nd year of Ascendancy at 13:30 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Rtuio the Dwarf Bulwark level 13
15th Shortage 122nd year of Ascendancy at 14:54 see stats
Log
Rtuio is stunned!
Melee retaliation hits Eilinalrawe the vampire for 1 fire, 1 healing, 6 blight, 1 fire, 1 healing, 6 blight (14 total damage) [3 healing].
Eilinalrawe the vampire hits Rtuio for 24 physical, 9 fire, 3 healing, 30 darkness, 3 healing (63 total damage) [6 healing].
Rotting Disease from Eilinalrawe the vampire hits Rtuio for 24 blight damage.
Dissolved Face from Eilinalrawe the vampire hits Rtuio for 41 darkness, 30 blight (71 total damage).
Melee retaliation hits Eilinalrawe the vampire for 0 fire, 3 blight (3 total damage).
Eilinalrawe the vampire's defiled blood area effect hits Rtuio for 2 darkness, 1 healing (2 total damage) [1 healing].
Rtuio uses Resilience of the Dwarves.
Rtuio's skin turns to stone.
Rtuio hits Eilinalrawe the vampire for 3 healing, 13 blight, 6 healing, 30 physical, 2 temporal, 2 fire (46 total damage) [9 healing].
Eilinalrawe the vampire receives 10 healing from Eternal Night.
Eilinalrawe the vampire casts Pustulent Fulmination.
Eilinalrawe the vampire hits Rtuio for 80 darkness damage.
Eilinalrawe the vampire receives 95 healing.
Rotting Disease from Eilinalrawe the vampire hits Rtuio for 22 blight damage.
Dissolved Face from Eilinalrawe the vampire hits Rtuio for 39 darkness, 36 blight (75 total damage).
Melee retaliation hits Eilinalrawe the vampire for 0 fire, 4 blight, 0 fire, 4 blight (8 total damage).
Eilinalrawe the vampire hits Rtuio for 13 physical, 8 fire, 2 healing, 27 darkness, 2 healing (48 total damage) [3 healing].
Melee retaliation hits Eilinalrawe the vampire for 0 fire, 4 blight (4 total damage).
Eilinalrawe the vampire's defiled blood area effect hits Rtuio for 2 darkness, 2 healing (2 total damage) [2 healing].
Rtuio hits Eilinalrawe the vampire for 1 healing, 6 blight, 3 healing, 13 physical, 2 temporal, 2 fire (23 total damage) [4 healing].
Eilinalrawe the vampire receives 14 healing from Eternal Night.
Talent Assault is ready to use.
Talent Repulsion is ready to use.
Talent Vitality is ready to use.
Talent Dig is ready to use.
Dissolved Face from Eilinalrawe the vampire hits Rtuio for 42 darkness damage.
Rtuio the level 18 dwarf bulwark was shadowed to death by Eilinalrawe the vampire on level 1 of Old Forest.











































































