Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Bulwark |
| Level / Exp | 25 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Cockbutcher at level 13 on the 35th Dusk 122nd year of Ascendancy at 06:42 0 / 7Killed by Cockbutcher at level 13 on the 35th Dusk 122nd year of Ascendancy at 08:01 Killed by Urkis, the High Tempest at level 20 on the 6th Decay 122nd year of Ascendancy at 18:41 Killed by venom drake at level 23 on the 18th Regrowth 123rd year of Ascendancy at 01:37 Killed by The Master at level 23 on the 18th Regrowth 123rd year of Ascendancy at 13:31 Killed by elven corruptor at level 25 on the 31st Pyre 123rd year of Ascendancy at 05:08 Killed by elven blood mage at level 25 on the 31st Pyre 123rd year of Ascendancy at 12:40 |
Primary Stats
| Strength | 66 (base 39) |
| Dexterity | 48 (base 36) |
| Constitution | 61 (base 42) |
| Magic | 11 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | -26/810 |
| Stamina | 99/170 |
| Healing Factor | 1.3 |
| Regeneration | 82.795057332237 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 50 |
| Crit Chance | 12% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20.75 |
| Crit Chance | 6% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 65.14062555764 (93.924050632911%) |
| Defense | 0 |
| Ranged Defense | 8 |
| Fatigue | 49 |
| Physical Save | 48.733333333333 |
| Spell Save | 56.422695273606 |
| Mental Save | 29.525 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Knockback Resistance | 44% |
| Stun Resistance | 44% |
| Instadeath Resistance | 100% |
| Blind Resistance | 43% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 273 damage for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | A flow of life spins around the target, regenerating 56.88 life per turn. Regeneration |
| beneficial effect | Absorbs 82 damage from the next blockable attack. Blocking |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is recovering 36 life each turn. Recovery |
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 |
You failed to protect the lone alchemist from death by dread. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by weaver young. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 27. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed bear paw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (71 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Emeba (0 def, 2 armour) Emeba (0 def, 2 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Damage (Melee): 8 darkness / 5 cold Changes stats: +2 Dex / +2 Cun / +1 Con Changes resistances: +8% darkness / +7% cold Changes damage: +4% darkness / +5% cold Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | gladiator's gold ring gladiator's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +6 Str / +7 Con Rings can have magical properties. |
| Around neck | steel amulet 'Strikewither' steel amulet 'Strikewither'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil / +1 Cun / +3 Con Changes resistances: +6% lightning / +12% light / +11% darkness Grants telepathy: Demon/Minor Demon/Major Physical save: +12 (+4 eff.) Spell save: +11 (+4 eff.) Mental save: +12 (+6 eff.) Blindness immunity: +23% Amulets can have magical properties. |
| In main hand | Prismtaint (40-56 power, 5 apr) Prismtaint (40-56 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 40.0 - 56.0 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% Damage (Melee): +37 insidious poison When wielded/worn: Accuracy: +2 (+1 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +1 Str / +3 Dex Maximum encumbrance: +30 Blunt and deadly. |
| Around waist | Arcwinter ArcwinterInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +3% acid / +9% lightning Changes damage: +9% lightning Maximum life: +38.00 A belt that goes around your waist. |
| In off hand | coruscating dwarven-steel shield of crushing (8 def, 2 armour, 36.5-43.8 power, 82 block) coruscating dwarven-steel shield of crushing (8 def, 2 armour, 36.5-43.8 power, 82 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 36.5 - 43.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +82 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +12 fire When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +2 Defense: +8 (+0 eff.) Ranged Defense: +8 (+8 eff.) Fatigue: +12% Damage when hit (Melee): 12 fire Changes stats: +2 Str Changes resistances: +10% fire Talent granted: +3 Block Handheld deflection devices. |
| Cloak | Salutira (2 def, 0 armour) Salutira (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +3 Con Changes resistances penetration: +5% blight Maximum mana: +20.00 Spellpower: +4 (+2 eff.) Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spiked steel plate armour of natural resilience (4 def, 9 armour) spiked steel plate armour of natural resilience (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+0 eff.) Fatigue: +22% Damage when hit (Melee): 10 physical Changes resistances: +12% nature / +10% blight Reduced damage from: +7% Unnatural A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
stabilizing copper amulet of dexterity (+2) stabilizing copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +11% temporal Pinning immunity: +22% Knockback immunity: +20% Amulets can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel greatmaul (40.5-60.75 power, 2 apr)chilling dwarven-steel greatmaul (40.5-60.75 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage (Melee): +14 cold Massive two-handed mauls. |
Silakira (33-46.2 power, 14 apr) Silakira (33-46.2 power, 14 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +14 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour Damage Shield penetration (this weapon only): +19% Damage (Melee): +8 temporal Sharp, long, and deadly. |
flaming steel longsword of vileness (16.5-23.1 power, 3 apr) flaming steel longsword of vileness (16.5-23.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 7% chance to disease Damage (Melee): +9 blight Burst (radius 1) on hit: +6 fire Sharp, long, and deadly. |
iron longsword (11.5-16.1 power, 2 apr) iron longsword (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
manaburning iron longsword of projection (11.5-16.1 power, 2 apr) manaburning iron longsword of projection (11.5-16.1 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (Melee): +5 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel mace (28.5-39.9 power, 4 apr)plaguebringer's dwarven-steel mace (28.5-39.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 8% chance to disease Damage (Melee): +8 blight When wielded/worn: Disease immunity: +10% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. thorny mindstar of persecution (8-8.8 power, 24 apr, mind damage)thorny mindstar of persecution (8-8.8 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +11% Unnatural When wielded/worn: Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gilodudir the dwarven-steel waraxe (28-39.2 power, 4 apr) Gilodudir the dwarven-steel waraxe (28-39.2 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Dex Reduces incoming crit damage: 10.00% Infravision radius: +2 One-handed war axes. |
balanced iron waraxe of paradox (11.5-16.1 power, 2 apr) balanced iron waraxe of paradox (11.5-16.1 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 temporal When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+0 eff.) Damage when hit (Melee): 6 temporal Changes resistances: +6% temporal Disarm immunity: +23% One-handed war axes. |
iron waraxe (11.5-16.1 power, 2 apr) iron waraxe (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
steel waraxe of erosion (13-18.2 power, 3 apr) steel waraxe of erosion (13-18.2 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature / +6 temporal One-handed war axes. |
Uradas UradasInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% lightning / +9% cold / +3% nature / +6% temporal Mental save: +10 (+5 eff.) Maximum life: +44.00 A belt that goes around your waist. |
insulating rough leather belt of life insulating rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +6% fire Life regen: +1.00 Healing mod.: +10% A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 6 armour) thick linen cloak of the Shaloren (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Wil / +1 Mag Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +5% temporal A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
corrosive iron gauntlets of dexterity (+3) (0 def, 1 armour) corrosive iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +1 Damage (Melee): 5 acid Changes stats: +3 Dex Changes resistances: +5% acid Changes damage: +3% acid Metal gloves protecting the hands up to the middle of the lower arm. |
steady rough leather gloves of strength (+2) (0 def, 1 armour) steady rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +2 Str Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +22% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron helm of the depths (0 def, 3 armour) iron helm of the depths (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con A cap made of leather. |
coruscating dwarven-steel shield of lightning resistance (+17%) (8 def, 2 armour, 26.5-31.8 power, 86 block) coruscating dwarven-steel shield of lightning resistance (+17%) (8 def, 2 armour, 26.5-31.8 power, 86 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.5 - 31.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +86 Damage (Melee): +10 fire When wielded/worn: Armour: +2 Defense: +8 (+0 eff.) Ranged Defense: +8 (+8 eff.) Fatigue: +12% Damage when hit (Melee): 11 fire Changes stats: +1 Str Changes resistances: +17% lightning / +15% fire Talent granted: +3 Block Handheld deflection devices. |
deflecting iron shield of lightning resistance (+16%) (9 def, 2 armour, 8-9.6 power, 19.5 block) deflecting iron shield of lightning resistance (+16%) (9 def, 2 armour, 8-9.6 power, 19.5 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +9 (+0 eff.) Ranged Defense: +4 (+4 eff.) Fatigue: +6% Changes resistances: +16% lightning Talent granted: +1 Block Deflect projectiles away: +4% Handheld deflection devices. |
flaming steel shield of reflection (6 def, 2 armour, 16-19.2 power, 38 block) flaming steel shield of reflection (6 def, 2 armour, 16-19.2 power, 38 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 16.0 - 19.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 Burst (radius 1) on hit: +11 fire When wielded/worn: Armour: +2 Defense: +6 (+0 eff.) Ranged Defense: +6 (+6 eff.) Fatigue: +8% Damage (Melee): 5 fire Damage when hit (Melee): 12 fire Changes resistances: +10% light / +10% darkness Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. hateful quiver of yew arrows of corruption (20/20, 32-44.8 power, 10 apr)hateful quiver of yew arrows of corruption (20/20, 32-44.8 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.0 - 44.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 20 On weapon hit: * 20% chance to curse the target Damage (Ranged): +10 blight / +23 darkness Damage against: +5% Living Arrows are used with bows to pierce your foes to death. |
4 agate 4 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 onyx 4 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 40 turns) iron pickaxe of endurance (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
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 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks 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. |
garnet 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% Latent Damage Type: Fire 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 after 40 turns, 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 are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Anyblek the pouch of steel shots (0/19, 23.5-28.2 power, 2 apr) Anyblek the pouch of steel shots (0/19, 23.5-28.2 power, 2 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 23.5 - 28.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 19 On weapon hit: * 40 arcane resource burn * Slows global speed by 20% * 25% chance to put talents on cooldown Damage (Ranged): +7 darkness Burst (radius 1) on hit: +8 mind Damage against: +11% Living Shots are used with slings to pummel your foes to death. |
7 amethyst 7 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Cockbutcher the Higher Bulwark level 18
69th Dusk 122nd year of Ascendancy at 04:05 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Cockbutcher the Higher Bulwark level 20
61st Haze 122nd year of Ascendancy at 22:28 see stats
Exterminator
Killed 1000 creatures.By Cockbutcher the Higher Bulwark level 17
55th Dusk 122nd year of Ascendancy at 19:01 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Cockbutcher the Higher Bulwark level 20
6th Decay 122nd year of Ascendancy at 19:51 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Cockbutcher the Higher Bulwark level 16
50th Dusk 122nd year of Ascendancy at 01:29 see stats
Level 10
Got a character to level 10.By Cockbutcher the Higher Bulwark level 10
2nd Flare 122nd year of Ascendancy at 11:54 see stats
Level 20
Got a character to level 20.By Cockbutcher the Higher Bulwark level 20
40th Haze 122nd year of Ascendancy at 12:57 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Cockbutcher the Higher Bulwark level 19
18th Haze 122nd year of Ascendancy at 00:47 see stats
The Arena
Unlocked Arena mode.By Cockbutcher the Higher Bulwark level 9
8th Mirth 122nd year of Ascendancy at 03:28 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Cockbutcher the Higher Bulwark level 23
65th Regrowth 123rd year of Ascendancy at 17:59 see stats
The secret city
Discovered the truth about mages.By Cockbutcher the Higher Bulwark level 20
5th Decay 122nd year of Ascendancy at 02:48 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Cockbutcher the Higher Bulwark level 23
65th Regrowth 123rd year of Ascendancy at 07:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Cockbutcher the Higher Bulwark level 18
68th Dusk 122nd year of Ascendancy at 16:24 see stats
Log
Elven cultist casts Virulent Disease.
Cockbutcher shrugs off the effect 'Weakness Disease'!
Elven warrior misses Cockbutcher.
Mean looking elven guard misses Cockbutcher.
Elven tempest casts Lightning.
Elven tempest's spell attains critical power!
Cockbutcher shrugs off the critical damage!
Something drains life from Cockbutcher!
Something receives 38 healing from Cockbutcher.
Elven tempest hits Elven warrior for 189 lightning damage.
Elven tempest hits Cockbutcher for 78 lightning damage.
Thunderstorm hits Cockbutcher for 12 lightning damage.
Elven blood mage's Blood Grasp hits Cockbutcher for 75 blight damage.
Cockbutcher stops burning.
Cockbutcher receives 47 healing.
Cockbutcher uses Shield Slam.
Cockbutcher slows down.
Cockbutcher performs a melee critical strike against Elven cultist!
Elven cultist is crippled.
Cockbutcher hits Elven cultist for 30 physical, 21 fire, 14 darkness, 12 cold, , 49 physical, 21 fire, 14 darkness, 12 cold, , 26 physical, 21 fire, 14 darkness, 12 cold, (247 total damage).
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Elven cultist's Soul Rot hits Cockbutcher for 155 blight damage.
Elven warrior activates Secrets of the Eternals.
Elven warrior hits Cockbutcher for (7 blocked), 0 physical, 4 cold (4 total damage).
Mean looking elven guard hits Cockbutcher for (21 blocked), 0 physical, 7 darkness, 6 acid (13 total damage).
Cockbutcher hits Elven warrior for 12 fire, 10 physical (22 total damage).
Cockbutcher hits Mean looking elven guard for 10 fire, 10 physical (19 total damage).
Saving game...
