Isra the level 21 Cornac Bulwark by israblack

'Isra the level 21 Cornac Bulwark' by user israblack


Character
GameTales of Maj'Eyal: Age of Ascendancy 3.9.37
NameIsra
SexMale
TypeCornac Bulwark
CampaignMaj'Eyal
DifficultyNormal
PermadeathAdventure
Level21
Exp13%
Gold856
Died
  • Killed by thief at level 12 on the 52nd Haze 122nd year of Ascendancy at 08:41
  • Killed by Spranronasp the shalore at level 15 on the 37th Regrowth 123rd year of Ascendancy at 02:07
  • Killed by luminous horror at level 21 on the 24th Pyre 123rd year of Ascendancy at 00:48
  • Killed by Grgglck the Devouring Darkness at level 21 on the 24th Pyre 123rd year of Ascendancy at 10:48
  • Killed by Grgglck the Devouring Darkness at level 21 on the 24th Pyre 123rd year of Ascendancy at 12:29
  • Killed by Grgglck's Tentacle at level 21 on the 24th Pyre 123rd year of Ascendancy at 13:39
  • Killed by Grgglck's Tentacle at level 21 on the 24th Pyre 123rd year of Ascendancy at 13:46
7 times (now dead)
Primary Stats
Strength56
Dexterity39
Magic11
Willpower24
Cunning10
Constitution26

Resources
Life-18/517
Stamina215/215
Inscriptions (4/4)
Infusion
Effective talent level: 1.0
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.
Wild
Infusion
Effective talent level: 1.0
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.
Regeneration
Infusion
Effective talent level: 1.0
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.
Regeneration
Infusion
Effective talent level: 1.0
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%.
Insidious Poison

Offense
Accuracy (main Hand)46
Damage (main Hand)71
APR (main Hand)4
Crit (main Hand)10%
Speed (main Hand)1.00
Spellpower11
Spell Crit1
Spell Speed1
Fire Damage5%
Defense
Fatigue24
Armour53
Armour Hardiness95
Defense24
Ranged Defense24
Physical Save35
Spell Save37
Mental Save18
All Resists(cap) 0%( 70%)
Fire Resist(cap) 2%( 70%)
Cold Resist(cap) 70%( 70%)
Nature Resist(cap) 30%( 70%)
Confusion Resistance7%
Blind Resistance7%

Talents
Technique / Shield Offense(mastery 1.30)
  • Shield Pummel (class)
Effective talent level: 6.5
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.
5/5
  • Riposte (class)
Effective talent level: 1.3
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.
1/5
  • Overpower (class)
Effective talent level: 1.3
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.
1/5
  • Assault (class)
Effective talent level: 1.3
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.
1/5
Technique / Shield Defense(mastery 1.30)
  • Shield Wall (class)
Effective talent level: 6.5
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%).
5/5
  • Repulsion (class)
Effective talent level: 1.3
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.
1/5
  • Shield Expertise (class)
Effective talent level: 6.5
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.
5/5
  • Last Stand (class)
Effective talent level: 0.0
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.
0/5
Technique / Battle Tactics(mastery 1.30)
  • Greater Weapon Focus (class)
Effective talent level: 1.3
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.
1/5
  • Step Up (class)
Effective talent level: 0.0
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.
0/5
  • Bleeding Edge (class)
Effective talent level: 0.0
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%.
0/5
  • True Grit (class)
Effective talent level: 0.0
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).
0/5
Technique / Warcries(mastery 1.30)
  • Shattering Shout (class)
Effective talent level: 0.0
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.
0/5
  • Second Wind (class)
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 100
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Take a deep breath to recover 20 stamina.
0/5
  • Battle Shout (class)
Effective talent level: 0.0
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.
0/5
  • Battle Cry (class)
Effective talent level: 0.0
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.
0/5
Technique / Combat Techniques(mastery 1.30)
  • Precise Strikes (class)
Effective talent level: 1.3
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.
1/5
  • Rush (class)
Effective talent level: 1.3
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.
1/5
  • Perfect Strike (class)
Effective talent level: 0.0
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.
0/5
  • Blinding Speed (class)
Effective talent level: 0.0
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.
0/5
Technique / Combat Veteran(mastery 1.30)
  • Quick Recovery (class)
Effective talent level: 1.3
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).
1/5
  • Fast Metabolism (class)
Effective talent level: 1.3
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).
1/5
  • Spell Shield (class)
Effective talent level: 6.5
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).
5/5
  • Unending Frenzy (class)
Effective talent level: 1.3
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.
1/5
Technique / Combat Training(mastery 1.30)
  • Thick Skin (generic)
Effective talent level: 0.0
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%
0/5
  • Armour Training (generic)
Effective talent level: 13.0
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.

10/10
  • Combat Accuracy (generic)
Effective talent level: 6.5
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: Increases accuracy of unarmed, melee and ranged weapons by 32.
5/10
  • Weapons Mastery (generic)
Effective talent level: 7.8
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%
6/10
  • Knife Mastery (generic)
Effective talent level: 0.0
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%
0/10
Cunning / Survival(mastery 1.00)
  • Trap Detection (generic)
Effective talent level: 0.0
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').
0/5
  • Heightened Senses (generic)
Effective talent level: 0.0
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.
0/5
  • Trap Disarm (generic)
Effective talent level: 0.0
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: 1 turn
Description: You have learnt to disarm traps (0 disarm power).
0/5
  • Evasion (generic)
Effective talent level: 0.0
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.
0/5
Current Effects
Quests
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.
By Isra the Cornac Bulwark level 16
59th Regrowth 123rd year of Ascendancy at 08:12
Exterminator
Killed 1000 creatures
By Isra the Cornac Bulwark level 19
19th Pyre 123rd year of Ascendancy at 14:42
Level 10
Got a character to level 10.
By Isra the Cornac Bulwark level 10
76th Dusk 122nd year of Ascendancy at 22:04
Level 20
Got a character to level 20.
By Isra the Cornac Bulwark level 20
21st Pyre 123rd year of Ascendancy at 15:29
Rescuer Of The Lost
Rescued the merchant from the assassin lord.
By Isra the Cornac Bulwark level 12
52nd Haze 122nd year of Ascendancy at 21:50
The Right Thing To Do
You did the righteous thing in the ring of blood and disposed of the Blood Master.
By Isra the Cornac Bulwark level 15
24th Regrowth 123rd year of Ascendancy at 22:34
The Secret City
Discovered the truth about mages.
By Isra the Cornac Bulwark level 16
46th Regrowth 123rd year of Ascendancy at 03:15
Unstoppable
Has returned from the dead.
By Isra the Cornac Bulwark level 21
24th Pyre 123rd year of Ascendancy at 13:39

Equipment
In Main Hand
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
Crooked Club (25-35 power, 4 apr)
In Off Hand
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
Wrathroot's Barkwood (9 def, 10 armour)
On Fingers
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.
Vargh Redemption
On Fingers
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
brawler's copper ring
Around Neck
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
Feathersteel Amulet
Light Source
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
guide's brass lantern of revealing
Main Armor
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
insulating dwarven-steel plate armour of cold resistance (5 def, 11 armour)
Cloak
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%
spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)
On Head
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
insulating dwarven-steel helm of dexterity (+4) (0 def, 4 armour)
Around Waist
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
spiritwalker's rough leather belt of burglary
On Hands
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
Flamewrought (0 def, 2 armour)
On Feet
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%
miner's pair of iron boots (0 def, 8 armour)
Tool
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.
iron pickaxe of the badger (dig speed 19 turns)
Inventory
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..
warrior's invisibility rune (power 12 for 5 turns)
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.
Choker of Dread
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
conjurer's gold ring of see invisible
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
Star (25-32.5 power, 20 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
Unerring Scalpel (15-19.5 power, 10 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%
dwarven-steel dagger of ruin (17.5-22.75 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
icy dwarven-steel dagger of defense (17-22.1 power, 7 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
Sword of Potential Futures (28-39.2 power, 10 apr)
This item will automatically be transmogrified when you leave the level.
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%
cured leather sling
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
Kor's Fall (10-12 power, 0 apr, nature 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%
Staff of Destruction (15-18 power, 4 apr, arcane damage)
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%
Growthravager (11-15.4 power, 3 apr)
This item will automatically be transmogrified when you leave the level.
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%
phase steel waraxe of massacre (17.5-24.5 power, 8 apr)
This item will automatically be transmogrified when you leave the level.
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%
grounding hardened leather belt
This item will automatically be transmogrified when you leave the level.
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
stabilizing hardened leather belt of life
This item will automatically be transmogrified when you leave the level.
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.
pair of dwarven-steel boots of spellbinding (0 def, 4 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%
grounding iron helm of strength (+3) (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
hardened leather cap of the depths (0 def, 3 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.
Eel-skin armour (10 def, 1 armour)
This item will automatically be transmogrified when you leave the level.
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%
dwarven-steel plate armour (5 def, 11 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
icy dwarven-steel shield of resilience (8 def, 2 armour)
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
7 agate
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
onyx
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
6 aquamarine
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
lapis lazuli
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
5 opal
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
9 topaz
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
6 spinel
bloated horror heart

Diseased-looking and reeking. It seems to be decaying as you watch.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

bloated horror heart
electric eel tail

Slimy, wriggling, and crackling with electricity.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

electric eel tail
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

giant spider spinneret
green worm

A dead green worm, painstakingly separated from its tangle of companions.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

green worm
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

length of troll intestine
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

pouch of bone giant dust
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

red crystal shard
sandworm tooth

Tiny, dark grey, and wickedly sharp. It looks more like rock than bone.

0.00 Encumbrance.

[Plot Item]
Type: misc / ingredient

sandworm tooth
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

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

xorn fragment
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.
Summertide 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.
Wintertide Phial
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
bright brass lantern of health
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.
Orb of Scrying
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
garnet
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.
Transmogrification Chest
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
5 amethyst
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.
Rod of Recall (1/1)
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.
ash wand of flames (6/6)
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%
2 quartz
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
11 ametrine
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
4 citrine
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
6 zircon

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...