Isra the level 21 Cornac Bulwark by israblack |
'Isra the level 21 Cornac Bulwark' by user israblack
| Character | |
|---|---|
| Game | Tales of Maj'Eyal: Age of Ascendancy 3.9.37 |
| Name | Isra |
| Sex | Male |
| Type | Cornac Bulwark |
| Campaign | Maj'Eyal |
| Difficulty | Normal |
| Permadeath | Adventure |
| Level | 21 |
| Exp | 13% |
| Gold | 856 |
| Died |
|
| Primary Stats | |
|---|---|
| Strength | 56 |
| Dexterity | 39 |
| Magic | 11 |
| Willpower | 24 |
| Cunning | 10 |
| Constitution | 26 |
| Resources | |
|---|---|
| Life | -18/517 |
| Stamina | 215/215 |
| Inscriptions (4/4) | |
|---|---|
| Infusion |
Effective talent level: 1.0
Wild
Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusion |
Effective talent level: 1.0
Regeneration
Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 99 life over 5 turns. |
| Infusion |
Effective talent level: 1.0
Regeneration
Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 99 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusion |
Effective talent level: 1.0
Insidious Poison
Use mode: Activated Range: 4.00 Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to spit a bolt of poison doing 22.00 nature damage per turns for 7 turns and reducing the target's healing received by 20%. |
| Offense | |
|---|---|
| Accuracy (main Hand) | 46 |
| Damage (main Hand) | 71 |
| APR (main Hand) | 4 |
| Crit (main Hand) | 10% |
| Speed (main Hand) | 1.00 |
| Spellpower | 11 |
| Spell Crit | 1 |
| Spell Speed | 1 |
| Fire Damage | 5% |
| Defense | |
|---|---|
| Fatigue | 24 |
| Armour | 53 |
| Armour Hardiness | 95 |
| Defense | 24 |
| Ranged Defense | 24 |
| Physical Save | 35 |
| Spell Save | 37 |
| Mental Save | 18 |
| All Resists(cap) | 0%( 70%) |
| Fire Resist(cap) | 2%( 70%) |
| Cold Resist(cap) | 70%( 70%) |
| Nature Resist(cap) | 30%( 70%) |
| Confusion Resistance | 7% |
| Blind Resistance | 7% |
| Talents | |
|---|---|
| Technique / Shield Offense | (mastery 1.30) |
|
Effective talent level: 6.5
5/5
Use mode: Activated Stamina cost: 9.92 Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: 1 turn Description: Hits the target with two shield strikes doing 198% and 246% shield damage. If it hits a second time it stuns target for 5 turns The damage multiplier increases with your Strength and second strike with Shield Expertise talent level. |
|
Effective talent level: 1.3
1/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: When you block/avoid a melee blow you have a 9% chance to get a free, automatic melee attack against your foe. Your chances increase with dexterity. |
|
Effective talent level: 1.3
1/5
Use mode: Activated Stamina cost: 27.28 Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Description: Hits the target with your weapon doing 105% and two shield strikes doing 128% damage, trying to overpower your target. If the last attack hits, the target is knocked back. The chance for knock back increases with talent level. |
|
Effective talent level: 1.3
1/5
Use mode: Activated Stamina cost: 19.84 Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: 1 turn Description: Hits the target with your shield doing 148% damage. If it hits, you follow up with two weapon strikes which are automatic critical hits. |
| Technique / Shield Defense | (mastery 1.30) |
|
Effective talent level: 6.5
5/5
Use mode: Sustained Stamina cost: 30 Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Description: Enter a protective battle stance, increasing defense by 35 and armor by 28 at the cost of -20% physical damage. The defense and armor increase is based on dexterity. It also grants resistance to stunning and knockback (65%). |
|
Effective talent level: 1.3
1/5
Use mode: Activated Stamina cost: 37.2 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Description: Let all your foes pile up on your shield, then put all your strength in one mighty thrust and repel them all away 3 grids. In addition all creature knocked back will also be dazed for 7 turns. The distance increases with talent level and the daze with Strength. |
|
Effective talent level: 6.5
5/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Improves your damage with shield attacks and increases your spell(+10) and physical(+20) saves. |
|
Effective talent level: 0.0
0/5
Use mode: Sustained Stamina cost: 90 Range: melee/personal Cooldown: 60 Travel Speed: instantaneous Usage Speed: 1 turn Description: You brace yourself for the final stand, increasing defense by 5 and maximum life by 0, but making you unable to move. The increase in defense is based on Dexterity and life on Constitution. |
| Technique / Battle Tactics | (mastery 1.30) |
|
Effective talent level: 1.3
1/5
Use mode: Activated Stamina cost: 31 Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Description: Concentrate on your blows, each strike has 17% chance to deal another similar blow for 5 turns. This works for all blows, even ones from other talents and shield bashes. The chance increases with your Dexterity. |
|
Effective talent level: 0.0
0/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: After killing a foe you have 0% chances to gain a 1000% movement speed bonus for 1 game turns. The bonus disappears as soon as any action other than moving is done. Note: since you will be moving very fast, game turns will pass very slowly. |
|
Effective talent level: 0.0
0/5
Use mode: Activated Stamina cost: 29.76 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Description: Lashes at the target, doing 100% weapon damage. If the attack hits the target will bleed for 200% weapon damage over 7 turns and all healing will be reduced by 0%. |
|
Effective talent level: 0.0
0/5
Use mode: Sustained Stamina cost: 70 Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Description: Take a defensive stance to resist the onslaught of your foes. For each 10% of your total life you lack, you gain 5% global damage resistance. This consumes stamina rapidly(-16 stamina/turn). |
| Technique / Warcries | (mastery 1.30) |
|
Effective talent level: 0.0
0/5
Use mode: Activated Stamina cost: 24.8 Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Description: A powerful shout, doing 21.74 physical damage in a radius 3 cone in front of you. The damage increases with Strength. |
|
Effective talent level: 0.0
0/5
Use mode: Activated Range: melee/personal Cooldown: 100 Travel Speed: instantaneous Usage Speed: 1 turn Description: Take a deep breath to recover 20 stamina. |
|
Effective talent level: 0.0
0/5
Use mode: Activated Stamina cost: 49.6 Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Description: Boost your life and stamina by 10% for 5 turns by uttering your battle shout. |
|
Effective talent level: 0.0
0/5
Use mode: Activated Stamina cost: 49.6 Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Description: Your battle cry shatters the will of your foes within a radius of 3, lowering their defense by 0 for 7 turns, making them easier to hit. Lowering defense chance increase with your Strength stat. |
| Technique / Combat Techniques | (mastery 1.30) |
|
Effective talent level: 1.3
1/5
Use mode: Sustained Stamina cost: 30 Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Description: You focus your strikes, reducing your attack speed by 10% and increasing your accuracy by 7 and critical chance by 6%. The effects will increase with your Dexterity stat. |
|
Effective talent level: 1.3
1/5
Use mode: Activated Stamina cost: 27.28 Range: 6.00 Cooldown: 34 Travel Speed: instantaneous Usage Speed: 1 turn Description: Rushes toward your target with incredible speed. If the target is reached you get a free attack doing 120% weapon damage. If the attack hits the target is dazed for 3 turns. You must rush from at least 2 tiles away. |
|
Effective talent level: 0.0
0/5
Use mode: Activated Stamina cost: 12.4 Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Description: You have learned to focus your blows to hit your target, granting +100 accuracy for 1 turns. |
|
Effective talent level: 0.0
0/5
Use mode: Activated Stamina cost: 31 Range: melee/personal Cooldown: 55 Travel Speed: instantaneous Usage Speed: instant Description: Through rigorous training you have learned to focus your actions for a short while, increasing your speed by 0% for 5 turns. |
| Technique / Combat Veteran | (mastery 1.30) |
|
Effective talent level: 1.3
1/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Your combat focus allows you to regenerate stamina faster (+0.50 stamina/turn). |
|
Effective talent level: 1.3
1/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Your combat focus allows you to regenerate life faster (+1.00 life/turn). |
|
Effective talent level: 6.5
5/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Rigorous training allows you to be more resistant to some spell effects. (+30 spell save). |
|
Effective talent level: 1.3
1/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: You revel in the death of your foes, regaining 3 stamina with each death. |
| Technique / Combat Training | (mastery 1.30) |
|
Effective talent level: 0.0
0/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Your skin becomes more resilient to damage. Increases resistance to all damage by 0% |
|
Effective talent level: 13.0
10/10
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Teaches the usage of armours. Increases armour value by 18 and reduces chance to be critically hit by 25% when wearing a heavy mail armour or a massive plate armour. It also increases armour hardiness by 65%. At level 1 it allows you to wear gauntlets, helms and heavy boots. At level 2 it allows you to wear heavy mail armour. At level 3 it allows you to wear shields. At level 4 it allows you to wear massive plate armour. |
|
Effective talent level: 6.5
5/10
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Increases accuracy of unarmed, melee and ranged weapons by 32. |
|
Effective talent level: 7.8
6/10
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Increases Physical Power by 39. Also increases damage done with swords, axes, maces by 44% |
|
Effective talent level: 0.0
0/10
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Increases Physical Power by 0. Also increases damage done with knives by 0% |
| Cunning / Survival | (mastery 1.00) |
|
Effective talent level: 0.0
0/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: Your attention to detail allows you to detect traps around you (0 detection 'power'). |
|
Effective talent level: 0.0
0/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: You notice the small things others do not notice, allowing you to "see" creatures in a 4 radius even outside of light radius. This is not telepathy though, and is still limited to line of sight. |
|
Effective talent level: 0.0
0/5
Use mode: Passive Range: melee/personal Travel Speed: instantaneous Usage Speed: 1 turn Description: You have learnt to disarm traps (0 disarm power). |
|
Effective talent level: 0.0
0/5
Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: 1 turn Description: Your quick wit allows you to see attacks before they come, granting you a 12% chance to completely evade them for 7 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. |
| Current Effects |
|---|
| Quests |
|---|
| Achievements | |
|---|---|
| Curse Lifter |
Killed Ben Cruthdar the Cursed.
59th Regrowth 123rd year of Ascendancy at 08:12
By Isra the Cornac Bulwark level 16 |
| Exterminator |
Killed 1000 creatures
19th Pyre 123rd year of Ascendancy at 14:42
By Isra the Cornac Bulwark level 19 |
| Level 10 |
Got a character to level 10.
76th Dusk 122nd year of Ascendancy at 22:04
By Isra the Cornac Bulwark level 10 |
| Level 20 |
Got a character to level 20.
21st Pyre 123rd year of Ascendancy at 15:29
By Isra the Cornac Bulwark level 20 |
| Rescuer Of The Lost |
Rescued the merchant from the assassin lord.
52nd Haze 122nd year of Ascendancy at 21:50
By Isra the Cornac Bulwark level 12 |
| The Right Thing To Do |
You did the righteous thing in the ring of blood and disposed of the Blood Master.
24th Regrowth 123rd year of Ascendancy at 22:34
By Isra the Cornac Bulwark level 15 |
| The Secret City |
Discovered the truth about mages.
46th Regrowth 123rd year of Ascendancy at 03:15
By Isra the Cornac Bulwark level 16 |
| Unstoppable |
Has returned from the dead.
24th Pyre 123rd year of Ascendancy at 13:39
By Isra the Cornac Bulwark level 21 |
| Equipment | |
|---|---|
| In Main Hand |
Crooked Club (25-35 power, 4 apr)
Crooked Club (25-35 power, 4 apr)
An oddly twisted club with a hefty weight on the end. Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. Type: weapon / mace Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% Damage when this weapon hits: +14 % chances to confuse When wielded/worn: Accuracy: +12 |
| In Off Hand |
Wrathroot's Barkwood (9 def, 10 armour)
Wrathroot's Barkwood (9 def, 10 armour)
The barkwood of Wrathroot, made into roughly the shape of a shield. Requires: - Strength 25 - Talent Armour Training (level 3) Infused by nature 7.00 Encumbrance. Type: armor / shield When used to attack (with talents): Base power: 26.5 - 37.1 Uses stat: 150% Str Damage type: Physical Physical crit. chance: +2.0% When wielded/worn: Armour: +10 Defense: +9 Fatigue: +14% Changes resistances: -20% fire / +20% cold / +20% nature |
| On Fingers |
Vargh Redemption
Vargh Redemption
This azure ring seems to be always moist to the touch. Infused by nature 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. |
| On Fingers |
brawler's copper ring
brawler's copper ring
Rings can have magical properties. Crafted by a master 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Defense: +3 Changes stats: +3 Str |
| Around Neck |
Feathersteel Amulet
Feathersteel Amulet
The weight of the world seems a little lighter with this amulet around your neck. Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Fatigue: -20% Maximum encumberance: +20 |
| Light Source |
guide's brass lantern of revealing
guide's brass lantern of revealing
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. Crafted by a master 2.00 Encumbrance. Type: lite / lite When wielded/worn: Mental save: +5 Light radius: +3 See invisible: +5 |
| Main Armor |
insulating dwarven-steel plate armour of cold resistance (5 def, 11 armour)
insulating dwarven-steel plate armour of cold resistance (5 def, 11 armour)
A suit of armour made of metal plates. Requires: - Strength 35 - Talent Armour Training (level 4) Crafted by a master 17.00 Encumbrance. Type: armor / massive When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Changes resistances: +17% cold / +5% fire |
| Cloak |
spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)
spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)
A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak When wielded/worn: Defense: +2 Changes stats: +1 Str / +1 Con Physical save: +2 Spell save: +2 Mental save: +2 Blindness immunity: +7% Confusion immunity: +7% |
| On Head |
insulating dwarven-steel helm of dexterity (+4) (0 def, 4 armour)
insulating dwarven-steel helm of dexterity (+4) (0 def, 4 armour)
A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex Changes resistances: +8% cold / +7% fire |
| Around Waist |
spiritwalker's rough leather belt of burglary
spiritwalker's rough leather belt of burglary
A belt that goes around your waist. Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt When wielded/worn: Changes stats: +4 Dex / +1 Mag Trap disarming bonus: +5 Mana each turn: +0.13 Maximum mana: +20.00 Infravision radius: +2 |
| On Hands |
Flamewrought (0 def, 2 armour)
Flamewrought (0 def, 2 armour)
These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. Infused by nature 1.00 Encumbrance. Type: armor / hands When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Use mode: Activated Power cost: 6 out of 24/24. Range: 10.00 Travel Speed: instantaneous Description: Conjures up a bolt of fire doing 16.50 fire damage. The damage will increase with the Magic stat |
| On Feet |
miner's pair of iron boots (0 def, 8 armour)
miner's pair of iron boots (0 def, 8 armour)
Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet When wielded/worn: Armour: +8 Fatigue: +2% |
| Tool |
iron pickaxe of the badger (dig speed 19 turns)
iron pickaxe of the badger (dig speed 19 turns)
Allows you to dig a wall, remove a tree, create ways. Crafted by a master 3.00 Encumbrance. Type: tool / digger It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. |
| Inventory |
|---|
|
warrior's invisibility rune (power 12 for 5 turns)
warrior's invisibility rune (power 12 for 5 turns)
Magical runes may be inscribed onto your body, granting you an on-demand ability. Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the rune to become invisible (power 12) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you can not heal or regen life while invisible. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. |
|
Choker of Dread
Choker of Dread
The evilness of undeath radiates from this amulet. Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet When wielded/worn: Physical power: +5 Blindness immunity: +100% Spellpower: +5 See invisible: +10 It can be used to summon an elder vampire to your side, costing 60 power out of 60/60. |
|
conjurer's gold ring of see invisible
conjurer's gold ring of see invisible
Rings can have magical properties. Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring When wielded/worn: Changes stats: +5 Wil / +4 Mag Mana each turn: +0.15 See invisible: +8 |
|
Star (25-32.5 power, 20 apr)
Star (25-32.5 power, 20 apr)
Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger It is part of a set of items. Base power: 25.0 - 32.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage when this weapon hits: +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 |
|
Unerring Scalpel (15-19.5 power, 10 apr)
Unerring Scalpel (15-19.5 power, 10 apr)
This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Requires: - Cunning 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +0.0% Attack speed: 100% When wielded/worn: Accuracy: +20 |
|
dwarven-steel dagger of ruin (17.5-22.75 power, 7 apr)
dwarven-steel dagger of ruin (17.5-22.75 power, 7 apr)
Sharp, short and deadly. Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger Base power: 17.5 - 22.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Armour penetration: +4 Physical crit. chance: +7.0% Changes stats: +3 Str Critical mult.: +13.00% |
|
icy dwarven-steel dagger of defense (17-22.1 power, 7 apr)
icy dwarven-steel dagger of defense (17-22.1 power, 7 apr)
Sharp, short and deadly. Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger Base power: 17.0 - 22.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +4 ice When wielded/worn: Defense: +5 |
|
Sword of Potential Futures (28-39.2 power, 10 apr)
Sword of Potential Futures (28-39.2 power, 10 apr)
Legend has it this blade is one of a pair; twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. Requires: - Magic 24 - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword It is part of a set of items. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +5 temporal When wielded/worn: Changes damage: -5% physical / +5% temporal |
|
This item will automatically be transmogrified when you leave the level.
cured leather sling
cured leather sling Slings are used to hurl stones or metal shots at your foes. Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling Attack speed: 80% Firing range: +7 Default ammo(infinite): Base power: 20.0 - 24.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Armour Penetration: +2 Physical crit. chance: +4.5% |
|
Kor's Fall (10-12 power, 0 apr, nature damage)
Kor's Fall (10-12 power, 0 apr, nature damage)
Made from the bones of many creatures, this staff glows with power. You can feel its evilness even from a distance. Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Nature Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +4% fire / +4% cold / +4% lightning / +4% acid / +4% blight Spellpower: +7 Spell crit. chance: +8% See invisible: +2 |
|
Staff of Destruction (15-18 power, 4 apr, arcane damage)
Staff of Destruction (15-18 power, 4 apr, arcane damage)
This unique-looking staff is carved with runes of destruction. Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 150% Mag Damage type: Arcane Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +11% lightning / +15% fire Spellpower: +10 Spell crit. chance: +15% |
|
Growthravager (11-15.4 power, 3 apr)
Growthravager (11-15.4 power, 3 apr)
One-handed war axes. Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +11 poison When wielded/worn: Accuracy: +15 Changes resistances: +6% nature Disease immunity: +5% |
|
This item will automatically be transmogrified when you leave the level.
phase steel waraxe of massacre (17.5-24.5 power, 8 apr)
phase steel waraxe of massacre (17.5-24.5 power, 8 apr) One-handed war axes. Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +8 Physical crit. chance: +4.0% Attack speed: 100% |
|
This item will automatically be transmogrified when you leave the level.
grounding hardened leather belt
grounding hardened leather belt A belt that goes around your waist. Crafted by a master 1.00 Encumbrance. Type: armor / belt When wielded/worn: Changes resistances: +7% lightning Stun/Freeze immunity: +16% |
|
This item will automatically be transmogrified when you leave the level.
stabilizing hardened leather belt of life
stabilizing hardened leather belt of life A belt that goes around your waist. Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt When wielded/worn: Stun/Freeze immunity: +15% Knockback immunity: +10% Life regen: +0.20 |
|
This item will automatically be transmogrified when you leave the level.
pair of dwarven-steel boots of spellbinding (0 def, 4 armour)
pair of dwarven-steel boots of spellbinding (0 def, 4 armour) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag It can be used to activate talent Metaflow (costing 80 power out of 80/80) : Effective talent level: 2.0 Use mode: Activated Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Your mastery of the arcane flows allow you to reset the cooldown of 4 of your spells of tier 2 or less. |
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grounding iron helm of strength (+3) (0 def, 3 armour)
grounding iron helm of strength (+3) (0 def, 3 armour)
A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +6% lightning Stun/Freeze immunity: +12% |
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hardened leather cap of the depths (0 def, 3 armour)
hardened leather cap of the depths (0 def, 3 armour)
A cap made of leather. Infused by nature 2.00 Encumbrance. Type: armor / head When wielded/worn: Armour: +3 Fatigue: +3% Allows you to breathe in: water |
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Eel-skin armour (10 def, 1 armour)
Eel-skin armour (10 def, 1 armour)
This armour seems to have been patched together from many eels. Yuck. Infused by nature 9.00 Encumbrance. Type: armor / light When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(spell): Lightning (10% chance level 2). It can be used to activate talent Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Use mode: Activated Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Description: Conjures up mana into a powerful beam of lightning doing 23.77 to 71.32 damage The damage will increase with your Spellpower. |
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This item will automatically be transmogrified when you leave the level.
dwarven-steel plate armour (5 def, 11 armour)
dwarven-steel plate armour (5 def, 11 armour) A suit of armour made of metal plates. Requires: - Strength 35 - Talent Armour Training (level 4) 17.00 Encumbrance. Type: armor / massive When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% |
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icy dwarven-steel shield of resilience (8 def, 2 armour)
icy dwarven-steel shield of resilience (8 def, 2 armour)
Handheld deflection devices Requires: - Strength 24 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield When used to attack (with talents): Base power: 34.0 - 40.8 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.5% When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer is hit: 12 ice Maximum life: +56.00 |
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7 agate
7 agate
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / black When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con |
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onyx
onyx
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / black 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 |
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6 aquamarine
6 aquamarine
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / blue When wielded/worn: Changes resistances: +4% all When used to imbue an object: Changes resistances: +4% all |
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lapis lazuli
lapis lazuli
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / blue When wielded/worn: Defense: +6 When used to imbue an object: Defense: +6 |
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5 opal
5 opal
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / blue When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con |
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9 topaz
9 topaz
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / blue When wielded/worn: Defense: +4 When used to imbue an object: Defense: +4 |
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6 spinel
6 spinel
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / green When wielded/worn: Defense: +2 When used to imbue an object: Defense: +2 |
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bloated horror heart
bloated horror heart
Diseased-looking and reeking. It seems to be decaying as you watch. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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electric eel tail
electric eel tail
Slimy, wriggling, and crackling with electricity. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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giant spider spinneret
giant spider spinneret
An ugly, ripped-out chunk of giant spider. Bits of silk protrude from an orifice. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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green worm
green worm
A dead green worm, painstakingly separated from its tangle of companions. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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length of troll intestine
length of troll intestine
A length of troll intestines. Fortunately, the troll appears to have eaten nothing in some time. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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pouch of bone giant dust
pouch of bone giant dust
Once the magics animating the bone giant fled, its remains crumbled to dust. It might be your imagination, but it looks like the dust occasionally stirs on its own. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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red crystal shard
red crystal shard
Tiny flames still dance etherally inside this transparent crystal, though its heat seems to have faded... you hope. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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sandworm tooth
sandworm tooth
Tiny, dark grey, and wickedly sharp. It looks more like rock than bone. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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xorn fragment
xorn fragment
Looks much like any other rock, though this one was recently sentient and trying to murder you. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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xorn fragment
xorn fragment
Looks much like any other rock, though this one was recently sentient and trying to murder you. 0.00 Encumbrance. [Plot Item] Type: misc / ingredient |
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Summertide Phial
Summertide Phial
A small crystal phial that captured Sunlight during the Summertide. Infused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Light radius: +4 It can be used to call light, costing 10 power out of 15/15. |
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Wintertide Phial
Wintertide Phial
This phial seems filled with darkness, yet it cleanses your thoughts. Powered by arcane forces 2.00 Encumbrance. Type: lite / lite When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind, costing 40 power out of 60/60. |
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bright brass lantern of health
bright brass lantern of health
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. Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite When wielded/worn: Maximum life: +42.00 Light radius: +3 |
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Orb of Scrying
Orb of Scrying
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. Powered 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. |
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garnet
garnet
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / red When wielded/worn: Changes damage: +6% all When used to imbue an object: Changes damage: +6% all |
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Transmogrification Chest
Transmogrification Chest
This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. |
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5 amethyst
5 amethyst
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / violet When wielded/worn: Changes damage: +4% all When used to imbue an object: Changes damage: +4% all |
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Rod of Recall (1/1)
Rod of Recall (1/1)
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. Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: wand / wand It can be used to recall the user to the worldmap, costing 202 power out of 400/400. |
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ash wand of flames (6/6)
ash wand of flames (6/6)
Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Powered by arcane forces 2.00 Encumbrance. Type: wand / wand It can be used to fire a beam of fire, with 6 charges out of 6. |
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2 quartz
2 quartz
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / white When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% |
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11 ametrine
11 ametrine
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / yellow When wielded/worn: Changes damage: +2% all When used to imbue an object: Changes damage: +2% all |
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4 citrine
4 citrine
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / yellow When wielded/worn: Light radius: +1 When used to imbue an object: Light radius: +1 |
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6 zircon
6 zircon
Gems can be sold for money or used in arcane rituals. 0.00 Encumbrance. Type: gem / yellow When wielded/worn: Changes resistances: +2% all When used to imbue an object: Changes resistances: +2% all |
Last Messages
Saving done.
Saving done.
Saving game...
Isra the level 21 cornac bulwark was maimed to death by a Grgglck's Tentacle on level 3 of Lake of Nur.
Isra hits Grgglck's Tentacle for 40 physical damage.
Grgglck's Tentacle hits Isra for 49 physical damage.
The Blood of Life rushes through your dead body. You come back to life!
Personal New Achievement: Unstoppable!
Isra hits Grgglck's Tentacle for 47 physical damage.
Grgglck's Tentacle hits Isra for 48 physical damage.
Grgglck's Tentacle hits Isra for 46 physical damage.
Grgglck's Tentacle hits Isra for 53 physical damage.
Isra killed Grgglck's Tentacle!
As Grgglck's Tentacle falls you notice that Grgglck the Devouring Darkness seems to shudder in pain!
Isra hits Grgglck's Tentacle for 42 physical damage.
Grgglck's Tentacle hits Isra for 47 physical damage.
Grgglck's Tentacle hits Isra for 47 physical damage.
Grgglck the Devouring Darkness shrugs off the effect 'Confused'!
Isra hits Grgglck the Devouring Darkness for 0 physical damage.
Grgglck the Devouring Darkness casts Moonlight Ray.
Grgglck the Devouring Darkness hits Isra for 102 darkness damage.
Grgglck's Tentacle hits Isra for 48 physical damage.
Grgglck's Tentacle hits Isra for 50 physical damage.
Isra hits Grgglck the Devouring Darkness for 0 physical damage.
Grgglck the Devouring Darkness uses Invoke Tentacle.
Grgglck the Devouring Darkness spawns one of its tentacle!
Grgglck's Tentacle killed Isra!
Saving done.
Saving done.
Saving game...

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