Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.1 |
| Addons | Steamtech UI 1.0.5 Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! Items Vault 1.0.1Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 22 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by drem at level 13 on the 4th Flare 122nd year of Ascendancy at 06:48 0 / 5Killed by Horned Horror at level 13 on the 4th Flare 122nd year of Ascendancy at 07:01 Killed by snow giant thunderer at level 16 on the 43rd Dusk 122nd year of Ascendancy at 10:12 Killed by snow giant boulder thrower at level 17 on the 44th Dusk 122nd year of Ascendancy at 03:12 Killed by Chronolith Twin at level 18 on the 46th Dusk 122nd year of Ascendancy at 08:46 |
Primary Stats
| Strength | 45 (base 36) |
| Dexterity | 45 (base 36) |
| Constitution | 45 (base 36) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | 677/677 |
| Stamina | 232/232 |
| Healing Factor | 1.1 |
| Regeneration | 21.34 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 7 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 56 |
| Crit Chance | 7% |
| APR | 8 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15.3 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +7% |
| Acid | +3% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +5% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 35.625 |
| Ranged Defense | 41.416666666667 |
| Fatigue | 27 |
| Physical Save | 44.833333333333 |
| Spell Save | 45.083333333333 |
| Mental Save | 20.725 |
Defense: Resistances
| Nature | + 30%( 70%) |
| Acid | + 31%( 70%) |
| Fire | + 21%( 70%) |
| Temporal | + 14%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 38%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 5% |
| Bleed Resistance | 10% |
| Blind Resistance | 5% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 227 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Technique / Field control | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Cunning by +2. | done |
You failed to protect the lost sun paladin from death by snow giant. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Polurin the treant. Escort: lost sun paladin (level 4 of Old Forest) | failed |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 Possessed. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed bloated horror heart. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed xorn fragment. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 |
Equipment
| On feet | dreamer's pair of iron boots of uncanny dodging (3 def, 3 armour) dreamer's pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +3 Fatigue: +2% Physical save: +6 Spell save: +6 Mental save: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Blazenigh the quiver of elven-wood arrows (37/36, 41.5-58.1 power, 14 apr) Blazenigh the quiver of elven-wood arrows (37/36, 41.5-58.1 power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 41.5 - 58.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 36 Burst (radius 1) on hit: +16 light Burst (radius 2) on crit: +4 light Arrows are used with bows to pierce your foes to death. |
| Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 12 fire Changes resistances: +5% fire Mental save: +6 Light radius: +2 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Geteharathad the hardened leather cap (0 def, 3 armour) Geteharathad the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +4 Armour: +3 Fatigue: +3% Changes stats: +4 Str / +2 Dex / +3 Con A cap made of leather. |
| On hands | drakeskin leather gloves 'Dreldil' (2 def, 3 armour) drakeskin leather gloves 'Dreldil' (2 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Defense: +2 Changes resistances: +6% acid Life regen: +2.30 Stamina each turn: +1.20 Maximum stamina: +37.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | steel torque of psychoportation [power 28] (30 cooldown) =TELEPORT= steel torque of psychoportation [power 28] (30 cooldown) =TELEPORT=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring of blinding strikes steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 4 physical / 5 lightning / 3 blinding Damage when the wearer is hit: 5 physical / 5 lightning / 7 blinding Rings can have magical properties. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | Hebers HebersCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +1 Str Changes resistances penetration: +5% physical Changes damage: +7% physical Life regen: +0.60 Combat speed: +10% Amulets can have magical properties. |
| In main hand | Xerariwen (42-58.8 power, 5 apr) Xerariwen (42-58.8 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 8 temporal Spell crit. chance: +3% Defense after a teleport: +5 Blunt and deadly. |
| Around waist | hardened leather belt 'Aeryresta' hardened leather belt 'Aeryresta'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +4 Changes stats: +1 Str Changes resistances: +8% fire / +7% cold / +6% temporal Physical save: +6 A belt that goes around your waist. |
| In off hand | Neryrille the stralite shield (14 def, 2 armour, 50.5 dam, 133 block) Neryrille the stralite shield (14 def, 2 armour, 50.5 dam, 133 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.5 - 60.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +133 Damage when this weapon hits: +14 nature When wielded/worn: Armour: +2 Defense: +14 Ranged Defense: +10 Fatigue: +14% Damage when the wearer is hit: 14 nature Changes resistances: +13% nature / +11% blight Changes resistances penetration: +5% temporal Talent granted: +4 Block Blindness immunity: +5% Cut immunity: +10% Knockback immunity: +5% Maximum life: +64.00 Handheld deflection devices |
| Cloak | elven-silk cloak 'Delisabers' (12 def, 4 armour) elven-silk cloak 'Delisabers' (12 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +4 Defense: +12 Damage when the wearer is hit: 4 acid Changes resistances: +2% physical Changes damage: +3% acid Physical save: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened leather armour 'Layunor' (8 def, 6 armour) hardened leather armour 'Layunor' (8 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Physical power: +7 Armour: +6 Defense: +8 Fatigue: +8% Changes stats: +3 Str / +5 Dex Damage when the wearer hits(melee): 2 physical Changes resistances: +18% acid Critical mult.: +13.00% Physical save: +16 Stamina each turn: +0.20 Healing mod.: +10% A suit of armour made of leather. |
Inventory
Rune of the Rift (210.00 temporal damage, removed from time 4 turns) Rune of the Rift (210.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 210.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
voratun mace 'Airstinger' (46.5-65.1 power, 6 apr) voratun mace 'Airstinger' (46.5-65.1 power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +9 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes resistances penetration: +10% lightning It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Blunt and deadly. |
Lightquell (38.5-53.9 power, 6 apr) Lightquell (38.5-53.9 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target Damage when this weapon hits: +4 nature / +4 light Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +5 Armour penetration: +11 Physical crit. chance: +12.0% Defense: +9 Changes resistances penetration: +9% mind / +10% darkness Critical mult.: +14.00% One-handed war axes. |
Elimira the pair of hardened leather boots (0 def, 3 armour) Elimira the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str / +6 Dex / +2 Mag / +1 Con / +7 Lck Stealth bonus: +8 A pair of boots made of leather. |
Maluruigas the dwarven-steel gauntlets (0 def, 7 armour) Maluruigas the dwarven-steel gauntlets (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +4 Armour: +7 Changes damage: +6% physical Mental save: +7 Maximum life: +51.00 Healing mod.: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
Hellnaught (5 def, 10 armour) Hellnaught (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Changes stats: +3 Cun / +5 Wil Damage when the wearer hits(melee): 6 mind / 4 fire Changes resistances: +3% fire Mental save: +16 A suit of armour made of mail. |
Aryhir (7 def, 17 armour) Aryhir (7 def, 17 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +17 Defense: +7 Fatigue: +26% Changes stats: +5 Cun / +6 Wil Mental save: +18 Pinning immunity: +15% Resist all after a teleport: +2% A suit of armour made of metal plates. |
stralite shield 'Neryrin' (10 def, 2 armour, 45 dam, 142.5 block) stralite shield 'Neryrin' (10 def, 2 armour, 45 dam, 142.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.0 - 54.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +4.5% Block value: +142 Burst (radius 1) on hit: +4 blight / +18 fire When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage when the wearer hits(melee): 9 fire Damage when the wearer is hit: 15 fire Changes resistances: +6% blight Changes resistances penetration: +10% blight Talent granted: +4 Block Handheld deflection devices |
Essence of Bearness =UNBEARABLE= Essence of Bearness =UNBEARABLE=Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 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 Gems can be sold for money or used in arcane rituals. |
onyx 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. |
11 aquamarine 11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 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. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 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 Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered 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. This chest is an extension of old Sher'tul places of power, any items dropped inside is transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Yvariarin [power 3] (20 cooldown) =MENTAL= Yvariarin [power 3] (20 cooldown) =MENTAL=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +6% darkness Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence Blindness immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +2% It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
psionic steel torque of kinetic psionic shield [power 47] (20 cooldown) =PHYS/ACID= psionic steel torque of kinetic psionic shield [power 47] (20 cooldown) =PHYS/ACID=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical and acid damage by 47 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
psionic steel torque of thermal psionic shield [power 43] (20 cooldown) =FIRE/COLD= psionic steel torque of thermal psionic shield [power 43] (20 cooldown) =FIRE/COLD=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire and cold damage by 43 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
Corpsetooth [power 2] (20 cooldown) =POISON= Corpsetooth [power 2] (20 cooldown) =POISON=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when the wearer is hit: 8 temporal Changes resistances: +6% nature Changes damage: +3% temporal It can be used to remove up to 2 poisons from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Eclipsesting the elven-wood totem of cure illness [power 3] (20 cooldown) =DISEASE= Eclipsesting the elven-wood totem of cure illness [power 3] (20 cooldown) =DISEASE=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when the wearer is hit: 4 darkness Changes resistances: +9% darkness Changes damage: +6% darkness It can be used to remove up to 3 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
quick ash totem of thorny skin [power 21] (16 cooldown) =ARMOR= quick ash totem of thorny skin [power 21] (16 cooldown) =ARMOR=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 6 turns increasing armour by 21 and armour hardiness by 40%, placing all other charms into a 16 cooldown. Natural totems are made by powerful wilders to store nature power. |
10 amethyst 10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
quartz 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. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Katie the Cornac Bulwark level 15
29th Dusk 122nd year of Ascendancy at 19:52 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Katie the Cornac Bulwark level 20
77th Dusk 122nd year of Ascendancy at 12:35 see stats
Exterminator
Killed 1000 creatures.By Katie the Cornac Bulwark level 16
43rd Dusk 122nd year of Ascendancy at 11:06 see stats
Level 10
Got a character to level 10.By Katie the Cornac Bulwark level 10
7th Mirth 122nd year of Ascendancy at 00:48 see stats
Level 20
Got a character to level 20.By Katie the Cornac Bulwark level 20
75th Dusk 122nd year of Ascendancy at 00:53 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Katie the Cornac Bulwark level 21
17th Haze 122nd year of Ascendancy at 12:28 see stats
The Arena
Unlocked Arena mode.By Katie the Cornac Bulwark level 8
3rd Mirth 122nd year of Ascendancy at 09:20 see stats
The secret city
Discovered the truth about mages.By Katie the Cornac Bulwark level 15
8th Dusk 122nd year of Ascendancy at 11:29 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Katie the Cornac Bulwark level 18
47th Dusk 122nd year of Ascendancy at 02:51 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You don't see how to get there...
You don't see how to get there...
There is a next level here (press '' or right click to use).
Ran for 7 turns (stop reason: interesting terrain).
You gain 0.15 gold from the transmogrification of yew totem of cure illness [power 2] (20 cooldown).
You gain 2.17 gold from the transmogrification of hardened leather cap of trickery (0 def, 3 armour).
You gain 5.76 gold from the transmogrification of heroic hardened leather gloves of dexterity (+2) (0 def, 6 armour).
You gain 1.53 gold from the transmogrification of spellwoven cashmere robe of darkness (+18%) (2 def, 0 armour).
You gain 3.89 gold from the transmogrification of cashmere robe of power (2 def, 0 armour).
You gain 4.74 gold from the transmogrification of cashmere robe of life (2 def, 0 armour).
You gain 0.20 gold from the transmogrification of cashmere cloak (2 def, 0 armour).
You gain 4.78 gold from the transmogrification of yew magestaff of illumination (20-24 power, 4 apr, fire damage).
You gain 5.46 gold from the transmogrification of cruel yew magestaff of warding (20-24 power, 4 apr, lightning damage).
You gain 2.46 gold from the transmogrification of nature's thorny mindstar of balance (9.5-10.45 power, 24 apr, nature damage).
You gain 6.72 gold from the transmogrification of thought-forged dwarven-steel mace of evisceration (27.5-38.5 power, 4 apr).
You gain 2.29 gold from the transmogrification of acidic dwarven-steel longsword of crippling (25-35 power, 4 apr).
You gain 3.82 gold from the transmogrification of dwarven-steel battleaxe of shearing (30.5-45.75 power, 2 apr).
You gain 2.14 gold from the transmogrification of shielding rune of the warrior (absorb 351 for 4 turns).
You gain 1.50 gold from the transmogrification of wild infusion of the duelist (resist 22%; cure magical).
You gain 0.63 gold from the transmogrification of sun infusion (rad 6; power 21; turns 4; dispells darkness).
You gain 1.51 gold from the transmogrification of insidious poison infusion (10 nature damage, 32% healing reduction).
There is a previous level here (press '' or right click to use).
