Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 22 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by unstable sand tunnel at level 17 on the 40th Haze 122nd year of Ascendancy at 02:41 0 / 6Killed by fire drake hatchling at level 19 on the 38th Regrowth 123rd year of Ascendancy at 03:12 Killed by orc corruptor at level 22 on the 7th Pyre 123rd year of Ascendancy at 10:00 Killed by orc corruptor at level 22 on the 7th Pyre 123rd year of Ascendancy at 10:57 Killed by Ce'Nirada the white jelly at level 22 on the 8th Pyre 123rd year of Ascendancy at 07:53 Killed by skeleton mage at level 22 on the 8th Pyre 123rd year of Ascendancy at 09:23 |
| Antimagic | Follower |
Primary Stats
| Strength | 53 (base 37) |
| Dexterity | 22 (base 15) |
| Constitution | 50 (base 48) |
| Magic | 10 (base 10) |
| Willpower | 28 (base 15) |
| Cunning | 10 (base 10) |
Resources
| Life | 709/709 |
| Stamina | 208/208 |
| Equilibrium | 0 |
| Healing Factor | 1.2 |
| Regeneration | 2.88 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 24 |
| Crit Chance | 12% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.8 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +16% |
| Physical | +10% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +7% |
| Darkness | +9% |
Defense: Base
| Armour (hardiness) | 64.56 (100%) |
| Defense | 33.1 |
| Ranged Defense | 38.1 |
| Fatigue | 48 |
| Physical Save | 47.683333333333 |
| Spell Save | 47.433333333333 |
| Mental Save | 35.15 |
Defense: Resistances
| Mind | + 23%( 70%) |
| Lightning | + 12%( 70%) |
| Darkness | + 15%( 70%) |
| Nature | + 38%( 70%) |
| Fire | + 19%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 19%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Pinning Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 15% for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 246 life over 5 turns. 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 Is: a nature gift Description: Activate the infusion to increase movement speed by 730% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 99 life. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: Insidious PoisonUse mode: Activated Range: 3.00 Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 37.43 nature damage per turns for 7 turns, and reducing the target's healing received by 30%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by cold drake hatchling. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
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 Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You failed to protect the temporal explorer from death by armoured skeleton warrior. Escort: temporal explorer (level 5 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved spell save by +4. | 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 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 Dragon. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
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 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 |
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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 15 power out of 18/18) : Effective talent level: 4.0 Power cost: 15 out of 18/18. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | alchemist's lamp of the zealot alchemist's lamp of the zealotInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Spell save: +7 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed dwarven-steel helm of might (0 def, 4 armour) bladed dwarven-steel helm of might (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 Armour: +4 Fatigue: +4% Changes stats: +5 Str / +2 Con Damage when the wearer is hit: 6 physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 184.52 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic hardened leather gloves of strength (+3) (0 def, 6 armour) heroic hardened leather gloves of strength (+3) (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 Armour: +6 Changes stats: +3 Str Mental save: +7 Maximum life: +46.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 39 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +6% nature / +4% physical Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | savior's gold ring of nature (+20%) savior's gold ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Physical save: +7 Spell save: +8 Mental save: +6 Rings can have magical properties. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | stralite waraxe of torment (29-40.6 power, 5 apr) stralite waraxe of torment (29-40.6 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Changes resistances penetration: +7% mind / +9% darkness One-handed war axes. |
| Around waist | Demoncast the hardened leather belt Demoncast the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 Defense: +11 Changes resistances: +8% fire / +8% cold / +12% mind / +3% darkness Changes damage: +3% mind Critical mult.: +10.00% Stealth bonus: +9 A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48 dam, 320 block) Titanic (20 def, 18 armour, 48 dam, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 Ranged Defense: +10 Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | regal cashmere cloak of resilience (2 def, 0 armour) regal cashmere cloak of resilience (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Wil Mental save: +9 Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable dwarven-steel plate armour of clarity (5 def, 22 armour) impenetrable dwarven-steel plate armour of clarity (5 def, 22 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +22 Defense: +5 Fatigue: +24% Mental save: +15 A suit of armour made of metal plates. |
Inventory
blighted yew vilestaff of channeling (20-24 power, 4 apr, darkness damage) blighted yew vilestaff of channeling (20-24 power, 4 apr, darkness damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% darkness Talent granted: +1 Command Staff Mana each turn: +0.14 Vim when firing critical spell: +2.00 Maximum vim: +13.00 Spellpower: +13 Spell crit. chance: +3% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
ethereal yew magestaff of warding (20-24 power, 4 apr, arcane damage) ethereal yew magestaff of warding (20-24 power, 4 apr, arcane damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +4 Maximum wards: +2 arcane Changes damage: +20% arcane Talents granted: +3 Ward +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Damage Shield penetration: +10% Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of wizardry (20-24 power, 4 apr, darkness damage) yew vilestaff of wizardry (20-24 power, 4 apr, darkness damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Darkness Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +1 Wil Changes damage: +20% darkness Talent granted: +1 Command Staff Maximum mana: +28.00 Spellpower: +13 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe of evisceration (19.5-27.3 power, 4 apr) dwarven-steel waraxe of evisceration (19.5-27.3 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon crits: wounds the target When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 One-handed war axes. |
dwarven-steel waraxe of the leech (22-30.8 power, 4 apr) dwarven-steel waraxe of the leech (22-30.8 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +11 slime When wielded/worn: Damage when the wearer is hit: 5 slime One-handed war axes. |
plaguebringer's dwarven-steel waraxe of shearing (19.5-27.3 power, 4 apr) plaguebringer's dwarven-steel waraxe of shearing (19.5-27.3 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +8 blight When wielded/worn: Armour penetration: +8 Changes resistances penetration: +5% physical Changes damage: +9% physical Disease immunity: +10% One-handed war axes. |
Darkpeal DarkpealCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Ranged Defense: +10 Changes resistances penetration: +25% darkness Pinning immunity: +30% A belt that goes around your waist. |
hardened rough leather belt hardened rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Defense: +6 Physical save: +6 A belt that goes around your waist. |
sunsealed cashmere robe (2 def, 0 armour) sunsealed cashmere robe (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +5 Mag Changes resistances: +5% darkness / +7% light Changes damage: +9% light Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (2 def, 0 armour) verdant cashmere robe of life (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Con Changes resistances: +8% blight Changes damage: +7% nature Life regen: +2.00 Maximum life: +48.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eredunakath (0 def, 4 armour) Eredunakath (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when the wearer is hit: 20 acid Changes resistances: +15% mind Changes resistances penetration: +20% mind Changes damage: +18% acid Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots of phasing (0 def, 3 armour) pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Mag / +4 Wil It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent masteries: +0.20 Psionic / Grip +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6.00 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Loamslicer (0 def, 2 armour) Loamslicer (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of the juggernaut (0 def, 2 armour) hardened leather gloves of the juggernaut (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Con Physical save: +4 Spell save: +3 Mental save: +5 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of the juggernaut (0 def, 1 armour) rough leather gloves of the juggernaut (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Con Physical save: +4 Spell save: +3 Mental save: +4 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
bladed hardened leather cap (0 def, 3 armour) bladed hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str Damage when the wearer is hit: 6 physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 184.52 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of the badger (dig speed 15 turns) dwarven-steel pickaxe of the badger (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 268/400. 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. |
deadly pouch of dwarven-steel shots of torment (19/19, 37.5-45 power, 3 apr) deadly pouch of dwarven-steel shots of torment (19/19, 37.5-45 power, 3 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 37.5 - 45.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 19 Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Changes resistances penetration: +7% mind / +5% darkness Shots are used with slings to pummel your foes to death. |
plaguebringer's pouch of dwarven-steel shots of annihilation (21/21, 37-44.4 power, 5 apr) plaguebringer's pouch of dwarven-steel shots of annihilation (21/21, 37-44.4 power, 5 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 37.0 - 44.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +5 Physical crit. chance: +11.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 1). Travel speed: +200% Damage when this weapon hits(ranged): +5 blight Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of annihilation (21/21, 36.5-43.8 power, 6 apr) pouch of dwarven-steel shots of annihilation (21/21, 36.5-43.8 power, 6 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.5 - 43.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +6 Physical crit. chance: +9.0% Capacity: 21 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of annihilation (22/22, 33-39.6 power, 7 apr) pouch of dwarven-steel shots of annihilation (22/22, 33-39.6 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +9.0% Capacity: 22 Travel speed: +200% Shots are used with slings to pummel your foes to death. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Brickhouse the Cornac Bulwark level 19
63rd Haze 122nd year of Ascendancy at 07:46 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Brickhouse the Cornac Bulwark level 12
11st Dusk 122nd year of Ascendancy at 04:15 see stats
Exterminator
Killed 1000 creatures.By Brickhouse the Cornac Bulwark level 17
39th Haze 122nd year of Ascendancy at 07:41 see stats
Level 10
Got a character to level 10.By Brickhouse the Cornac Bulwark level 10
4th Mirth 122nd year of Ascendancy at 12:50 see stats
Level 20
Got a character to level 20.By Brickhouse the Cornac Bulwark level 20
78th Regrowth 123rd year of Ascendancy at 23:16 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Brickhouse the Cornac Bulwark level 15
22nd Haze 122nd year of Ascendancy at 12:48 see stats
The Arena
Unlocked Arena mode.By Brickhouse the Cornac Bulwark level 6
79th Pyre 122nd year of Ascendancy at 05:13 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Brickhouse the Cornac Bulwark level 18
45th Haze 122nd year of Ascendancy at 00:11 see stats
Unstoppable
Returned from the dead.By Brickhouse the Cornac Bulwark level 22
8th Pyre 123rd year of Ascendancy at 09:23 see stats
Log
Sold: sun infusion (rad 6; power 21; turns 3; dispells darkness) for 0.70 gold.
Sold: wild infusion (resist 14%; cure magical) for 1.00 gold.
Sold: controlled phase door rune (range 5) for 3.30 gold.
Sold: duelist's frozen spear rune (248 cold damage) for 2.60 gold.
Sold: duelist's teleportation rune (range 54) for 1.10 gold.
Sold: frozen spear rune (170 cold damage) for 1.90 gold.
Sold: invisibility rune (power 8 for 5 turns) for 2.70 gold.
Sold: invisibility rune (power 9 for 8 turns) for 2.90 gold.
Sold: lightning rune (50 lightning damage) for 1.30 gold.
Sold: shielding rune (absorb 84 for 4 turns) for 1.30 gold.
Sold: wizard's teleportation rune (range 42) for 1.10 gold.
Sold: serendipitous gold amulet of willpower (+8) for 4.30 gold.
Sold: stralite amulet of magic (+4) for 1.30 gold.
Sold: marksman's gold ring for 1.60 gold.
Sold: psionicist's gold ring of the mountain (+11%) for 1.90 gold.
Sold: rogue's stralite ring of blasting for 5.90 gold.
Sold: savior's copper ring for 0.70 gold.
Sold: titan's gold ring of arcane power for 1.70 gold.
Sold: plaguebringer's dwarven-steel battleaxe of projection (33-49.5 power, 2 apr) for 5.70 gold.
Sold: quick dwarven-steel battleaxe of the mystic (33-49.5 power, 2 apr) for 6.30 gold.
Sold: elemental dwarven-steel dagger of massacre (20.5-26.65 power, 7 apr) for 5.00 gold.
Sold: Blade of Distorted Time (40-56 power, 10 apr) for 15.00 gold.
Sold: Sword of Potential Futures (28-39.2 power, 10 apr) for 15.00 gold.
Sold: acidic dwarven-steel longsword of the mystic (25-35 power, 4 apr) for 4.00 gold.
Sold: insidious dwarven-steel mace of ruin (25-35 power, 4 apr) for 4.90 gold.
Sold: quick dwarven-steel mace of rage (23-32.2 power, 4 apr) for 5.70 gold.
Sold: horrifying pulsing mindstar of balance (12-13.2 power, 32 apr, nature damage) for 3.00 gold.
Sold: Airwarden (20-24 power, 4 apr, cold damage) for 24.90 gold.
Sold: Falogabers (20-24 power, 4 apr, cold damage) for 25.00 gold.
Sold: emerald for 24.00 gold.
