Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Higher |
Class | Bulwark |
Level / Exp | 20 / 63% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 58 (base 40) |
Dexterity | 29 (base 26) |
Constitution | 58 (base 33) |
Magic | 13 (base 10) |
Willpower | 23 (base 10) |
Cunning | 12 (base 10) |
Resources
Life | 721/808 |
Positive | 0/107 |
Stamina | 150/150 |
Healing Factor | 1.3 |
Regeneration | 12.539998200579 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 1 |
See Stealth | 10 |
See Invisible | 13 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 62 |
Accuracy | 49 |
Crit Chance | 15% |
APR | 14 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 2% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 23.45 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 78.719766676058 (86.818181818182%) |
Defense | 34.418747688079 |
Ranged Defense | 41.61249845872 |
Fatigue | 32 |
Physical Save | 46.866666666667 |
Spell Save | 53.033333333333 |
Mental Save | 28.625 |
Defense: Resistances
All | + 13%( 70%) |
Defense: Immunities
Silence Resistance | 5% |
Disarm Resistance | 22% |
Knockback Resistance | 45% |
Confusion Resistance | 15% |
Stun Resistance | 34% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Blind Resistance | 32% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 282 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 300 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 242.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
talent | Shield Wall |
talent | Precise Strikes |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
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 failed to protect the lost anorithil from death by ghoul. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost warrior from death by cold drake. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by wretchling. Escort: temporal explorer (level 2 of Daikara) | failed |
You failed to protect the worried loremaster from death by bee swarm. Escort: worried loremaster (level 2 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 Shardskin. * 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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 44. | 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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed ice ant stinger. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 sandworm tooth. * You've found the needed length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bloated horror heart. * You've found the needed hummerhorn wing. | 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 | pair of hardened leather boots 'Chamikalthobar' (0 def, 3 armour) pair of hardened leather boots 'Chamikalthobar' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -4% Changes resistances: +3% lightning / +6% temporal Grants telepathy: Humanoid/Orc Maximum encumbrance: +27 Physical save: +8 (+3 eff.) A pair of boots made of leather. |
Light source | alchemist's lamp 'Betyba' alchemist's lamp 'Betyba'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% nature / +6% temporal Blindness immunity: +22% Confusion immunity: +15% Light radius: +8 See stealth: +10 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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 | heroic iron gauntlets of butchering (0 def, 4 armour) heroic iron gauntlets of butchering (0 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +6 Physical power: +5 (+2 eff.) Armour: +4 Changes resistances: +6% blight Spell save: +9 (+3 eff.) Mental save: +5 (+2 eff.) Maximum life: +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Lisida (dig speed 23 turns) Lisida (dig speed 23 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +1 Wil Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Changes damage: +15% 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 radius 1 tidal wave that expands slowly over 7 turns, dealing 12.06 cold and 9.44 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | titan's steel ring of tenacity titan's steel ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Disarm immunity: +22% Pinning immunity: +25% Knockback immunity: +26% Maximum life: +22.00 Rings can have magical properties. |
Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.6 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | thought-forged dwarven-steel waraxe of massacre (29-40.6 power, 4 apr) thought-forged dwarven-steel waraxe of massacre (29-40.6 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +8 mind When wielded/worn: Changes stats: +2 Cun / +1 Wil One-handed war axes. |
Around waist | hardened leather belt 'Xanitha' hardened leather belt 'Xanitha'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+7 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +3% temporal Stealth bonus: +7 Silence immunity: +5% Stun/Freeze immunity: +15% A belt that goes around your waist. |
In off hand | Glimmernight (12 def, 13 armour, 69-82.8 power, 256.5 block) Glimmernight (12 def, 13 armour, 69-82.8 power, 256.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.0 - 82.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +256 Damage (Melee): +16 nature Burst (radius 2) on crit: +10 light / +23 darkness When wielded/worn: Armour: +13 Defense: +12 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 14 nature Changes resistances: +10% blight / +6% light / +8% darkness / +15% nature Talent granted: +5 Block Equilibrium when hit: +0.12 Maximum life: +94.00 Mindpower: +6 (+3 eff.) Light radius: +1 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Cloak | Ce'Nilravena (2 def, 8 armour) Ce'Nilravena (2 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +8 Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Wil / +2 Con Changes resistances: +14% cold Maximum encumbrance: +50 Physical save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Inventory
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 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% Str, 45% Dex 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. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 44.91 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
arcing dwarven-steel dagger of massacre (24.5-31.85 power, 7 apr) arcing dwarven-steel dagger of massacre (24.5-31.85 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.5 - 31.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel dagger (19-24.7 power, 7 apr)elemental dwarven-steel dagger (19-24.7 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +7% acid / +8% fire / +6% lightning / +8% cold Sharp, short and deadly. |
dwarven-steel longsword 'Coalqueen' (22.5-31.5 power, 4 apr) dwarven-steel longsword 'Coalqueen' (22.5-31.5 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction Damage (Melee): +8 temporal / +8 nature Burst (radius 2) on crit: +4 mind When wielded/worn: Damage when hit (Melee): 4 mind / 8 darkness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite mace of purging (39-54.6 power, 5 apr)warbringer's stralite mace of purging (39-54.6 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 39.0 - 54.6 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% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +8 nature When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +5% physical Disarm immunity: +22% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. mighty hardened leather sling of naturemighty hardened leather sling of nature Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +16 nature When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +1 Str Changes resistances: +5% all Changes resistances penetration: +8% nature Slings are used to hurl stones or metal shots at your foes. |
dwarven-steel waraxe 'Cyrotta' (19-26.6 power, 4 apr) dwarven-steel waraxe 'Cyrotta' (19-26.6 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +7 darkness / +8 mind Damage against: +10% Living When wielded/worn: Physical crit. chance: +6.0% Mental save: +25 (+12 eff.) Equilibrium when hit: +0.12 Maximum psi: +30.00 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. One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
This item will automatically be transmogrified when you leave the level. Xerurin the MorningmaliceXerurin the Morningmalice Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Damage when hit (Melee): 4 light Changes resistances: +5% arcane It can be used to create a temporary shield that absorbs 221 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Maleblek the cashmere cloak (6 def, 0 armour) Maleblek the cashmere cloak (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +2% physical Disease immunity: +5% Knockback immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. verdant cashmere robe (2 def, 0 armour)verdant cashmere robe (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Con Changes damage: +8% nature Poison immunity: +30% Disease immunity: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour) insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +7% fire / +7% cold Stamina each turn: +0.50 Maximum stamina: +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of uncanny dodging (3 def, 3 armour) traveler's pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -2% Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Elywe the Flashblight (3 def, 15 armour) Elywe the Flashblight (3 def, 15 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 8 fire Changes damage: +6% mind Hate when firing a critical mind attack: +3.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Ashhacker (4 def, 7 armour)Ashhacker (4 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Changes resistances: +6% physical / +6% mind / +3% fire Changes resistances penetration: +5% fire Changes damage: +6% mind Physical save: +22 (+7 eff.) A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
This item will automatically be transmogrified when you leave the level. hardened leather armour (3 def, 6 armour)hardened leather armour (3 def, 6 armour) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% A suit of armour made of leather. |
Khelazilatir (21/21, 53-74.2 power, 18 apr) Khelazilatir (21/21, 53-74.2 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 On weapon hit: * 40% chance to gain 10% of a turn * 20% chance to curse the target On weapon crit: * wounds the target Damage (Ranged): +12 blight / +13 bleed / +15 darkness Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +4 temporal Damage against: +15% Living Arrows are used with bows to pierce your foes to death. |
icy quiver of yew arrows (23/23, 28.5-39.9 power, 10 apr) icy quiver of yew arrows (23/23, 28.5-39.9 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 28.5 - 39.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 23 Damage (Ranged): +7 cold Arrows are used with bows to pierce your foes to death. |
self-loading quiver of ash arrows of daylight (16/17, 21.5-30.1 power, 7 apr) self-loading quiver of ash arrows of daylight (16/17, 21.5-30.1 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 17 Turns elapse between self-loadings: 5 Damage (Ranged): +7 light Damage against: +12% Undead Arrows are used with bows to pierce your foes to death. |
79 alchemist agate 79 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Voryrimira (dig speed 29 turns) Voryrimira (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Changes stats: +1 Str Maximum encumbrance: +10 Life regen: +0.60 Lowers spell cool-downs by: 10% Healing mod.: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Voruwen the alchemist's lamp Voruwen the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% temporal Mental save: +6 (+3 eff.) Cut immunity: +10% Only die when reaching: -20.00 life Maximum life: +47.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +42.00 Light radius: +2 Healing mod.: +12% 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. |
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. |
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. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
This item will automatically be transmogrified when you leave the level. elven-wood totem of thorny skin [power 58] (20 cooldown)elven-wood totem of thorny skin [power 58] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 58 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Bulla the Higher Bulwark level 19
32nd Dusk 122nd year of Ascendancy at 00:04 see stats
By Bulla the Higher Bulwark level 13
2nd Dusk 122nd year of Ascendancy at 03:16 see stats
By Bulla the Higher Bulwark level 10
10th Mirth 122nd year of Ascendancy at 15:18 see stats
By Bulla the Higher Bulwark level 20
57th Dusk 122nd year of Ascendancy at 01:37 see stats
By Bulla the Higher Bulwark level 6
78th Pyre 122nd year of Ascendancy at 16:59 see stats
By Bulla the Higher Bulwark level 8
6th Mirth 122nd year of Ascendancy at 00:26 see stats
By Bulla the Higher Bulwark level 19
33rd Dusk 122nd year of Ascendancy at 19:28 see stats
Log
Bulla shrugs off the effect 'Stunned'!
Bulla hits Xeretira the skeleton warrior for (13 resist armour), 0 nature (0 total damage).
Xeretira the skeleton warrior hits Bulla for 7 physical, 2 cold, 6 acid, 3 fire, 5 arcane, 3 lightning, 4 acid, 3 lightning, 3 cold, 6 arcane, 4 fire (46 total damage).
Xeretira the skeleton warrior resists the mind attack!
Bulla hits Xeretira the skeleton warrior for (14 resist armour), 49 physical, (3 resist armour), 0 mind, , (slow 30%) (49 total damage).
Xeretira the skeleton warrior uses Disengage.
Bulla picks up (m.): verdant cashmere robe (2 def, 0 armour).
You pickup 0.80 gold pieces.
You pickup 0.85 gold pieces.
Bulla picks up (j.): mighty hardened leather sling of nature.
Xeretira the skeleton warrior overcomes the gloom.
Xeretira the skeleton warrior throws two quick punches.
Bulla shrugs off the effect 'Frozen'!
Bulla hits Xeretira the skeleton warrior for (13 resist armour), 0 nature, (13 resist armour), 0 nature (0 total damage).
Xeretira the skeleton warrior hits Bulla for 4 physical, 2 cold, 6 acid, 3 fire, 5 arcane, 3 lightning, 4 acid, 3 lightning, 3 cold, 6 arcane, 4 fire, 4 physical, 2 cold, 6 acid, 3 fire, 5 arcane, 3 lightning, 4 acid, 3 lightning, 3 cold, 6 arcane, 4 fire (86 total damage).
Bulla hits Xeretira the skeleton warrior for (14 resist armour), 56 physical (56 total damage).
Bulla killed Xeretira the skeleton warrior!
Bulla picks up (m.): Xerurin the Morningmalice.
Bulla picks up (s.): Ashhacker (4 def, 7 armour).
Bulla picks up (u.): hardened leather armour (3 def, 6 armour).
Talent Gift of the Highborn is ready to use.
Bulla deactivates Precise Strikes.
Bulla deactivates Shield Wall.