
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 Exploration |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 12 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by The Shade at level 4 on the 1st Mirth 122nd year of Ascendancy at 11:13 / 41Killed by The Shade at level 4 on the 1st Mirth 122nd year of Ascendancy at 11:41 Killed by The Shade at level 4 on the 1st Mirth 122nd year of Ascendancy at 12:17 Killed by Assassin Lord at level 6 on the 2nd Dusk 122nd year of Ascendancy at 03:23 Killed by Velirithra the Guardian at level 6 on the 19th Dusk 122nd year of Ascendancy at 22:44 Killed by Velirithra the Guardian at level 6 on the 19th Dusk 122nd year of Ascendancy at 22:54 Killed by Velirithra the Guardian at level 6 on the 19th Dusk 122nd year of Ascendancy at 23:07 Killed by Velirithra the Guardian at level 6 on the 19th Dusk 122nd year of Ascendancy at 23:24 Killed by Velirithra the Guardian at level 6 on the 19th Dusk 122nd year of Ascendancy at 23:36 Killed by Velirithra the Guardian at level 6 on the 20th Dusk 122nd year of Ascendancy at 11:54 Killed by Imen the Invoker at level 6 on the 43rd Dusk 122nd year of Ascendancy at 02:31 Killed by skeleton archer at level 6 on the 43rd Dusk 122nd year of Ascendancy at 03:37 Killed by Azandor the Invoker at level 6 on the 43rd Dusk 122nd year of Ascendancy at 03:56 Killed by slaver at level 6 on the 43rd Dusk 122nd year of Ascendancy at 06:50 Killed by enthralled slave at level 6 on the 43rd Dusk 122nd year of Ascendancy at 07:06 Killed by slaver at level 7 on the 43rd Dusk 122nd year of Ascendancy at 10:20 Killed by slaver at level 7 on the 44th Dusk 122nd year of Ascendancy at 03:30 Killed by slaver at level 7 on the 44th Dusk 122nd year of Ascendancy at 04:09 Killed by enthralled slave at level 7 on the 44th Dusk 122nd year of Ascendancy at 12:07 Killed by enthralled slave at level 7 on the 44th Dusk 122nd year of Ascendancy at 12:20 Killed by enthralled slave at level 7 on the 44th Dusk 122nd year of Ascendancy at 13:29 Killed by enthralled slave at level 7 on the 44th Dusk 122nd year of Ascendancy at 13:42 Killed by enthralled slave at level 7 on the 44th Dusk 122nd year of Ascendancy at 13:55 Killed by Nerytira the slaver at level 7 on the 44th Dusk 122nd year of Ascendancy at 14:54 Killed by Nerytira the slaver at level 7 on the 44th Dusk 122nd year of Ascendancy at 16:18 Killed by Nerytira the slaver at level 7 on the 44th Dusk 122nd year of Ascendancy at 16:57 Killed by Nerytira the slaver at level 7 on the 44th Dusk 122nd year of Ascendancy at 17:12 Killed by Nerytira the slaver at level 7 on the 44th Dusk 122nd year of Ascendancy at 17:34 Killed by Nerytira the slaver at level 7 on the 44th Dusk 122nd year of Ascendancy at 17:55 Killed by Nerytira the slaver at level 7 on the 44th Dusk 122nd year of Ascendancy at 18:26 Killed by Nerytira the slaver at level 7 on the 44th Dusk 122nd year of Ascendancy at 19:04 Killed by slaver at level 7 on the 44th Dusk 122nd year of Ascendancy at 22:51 Killed by enthralled slave at level 7 on the 45th Dusk 122nd year of Ascendancy at 03:01 Killed by slimy ooze at level 7 on the 54th Dusk 122nd year of Ascendancy at 14:18 Killed by slimy ooze at level 7 on the 54th Dusk 122nd year of Ascendancy at 15:04 Killed by Xerowen the cutpurse at level 8 on the 55th Dusk 122nd year of Ascendancy at 13:32 Killed by Simimur the halfling at level 9 on the 63rd Dusk 122nd year of Ascendancy at 02:26 Killed by Gafdoc the halfling at level 9 on the 63rd Dusk 122nd year of Ascendancy at 05:03 Killed by skeleton mage at level 9 on the 63rd Dusk 122nd year of Ascendancy at 05:50 Killed by Gafdoc the halfling at level 9 on the 63rd Dusk 122nd year of Ascendancy at 06:47 Killed by Incurso at level 12 on the 79th Dusk 122nd year of Ascendancy at 02:05 |
Primary Stats
| Strength | 36 (base 26) |
| Dexterity | 18 (base 13) |
| Constitution | 26 (base 25) |
| Magic | 24 (base 21) |
| Willpower | 10 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 352/352 |
| Stamina | 143/143 |
| Healing Factor | 1 |
| Regeneration | 11.031701408398 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 28 |
| Crit Chance | 3% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12.2 |
| Crit Chance | 3% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 37.56 (88.454810495627%) |
| Defense | 27.4 |
| Ranged Defense | 30.4 |
| Fatigue | 33 |
| Physical Save | 23.7875 |
| Spell Save | 38.1375 |
| Mental Save | 8.925 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Poison Resistance | 11% |
| Instadeath Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
| Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| 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. | active |
You failed to protect the worried loremaster from death by brown bear. Escort: worried loremaster (level 1 of Old Forest) | failed |
You failed to protect the worried loremaster from death by red jelly. Escort: worried loremaster (level 2 of Old Forest) | failed |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
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 |
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.' * You've found the needed chunk of ghoul flesh. * '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.' | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
| On feet | traveler's pair of iron boots (0 def, 3 armour) traveler's pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed pouch of iron shots (23/23, 15.5-18.6 power, 1 apr) barbed pouch of iron shots (23/23, 15.5-18.6 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 23 On weapon crit: * wounds the target Damage (Ranged): +5 bleed Shots are used with slings to pummel your foes to death. |
| Light source | 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. |
| On head | iron helm of the bounder (0 def, 3 armour) iron helm of the bounder (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +6 Str / +5 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | restful iron gauntlets of strength (+3) (0 def, 1 armour) restful iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +3 Str Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
| 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 (+2 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 | rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
| On fingers | treant's copper ring of pilfering treant's copper ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes resistances: +6% nature / +5% blight Poison immunity: +11% Disease immunity: +11% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around neck | warrior's copper amulet of magic (+3) warrior's copper amulet of magic (+3)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +5% physical Stamina each turn: +0.30 Amulets can have magical properties. |
| In main hand | flaming steel mace of paradox (15-21 power, 3 apr) flaming steel mace of paradox (15-21 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +5 temporal Burst (radius 1) on hit: +5 fire When wielded/worn: Damage when hit (Melee): 5 temporal Changes resistances: +5% temporal Blunt and deadly. |
| Around waist | rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
| In off hand | shocking steel shield of acid resistance (+16%) (6 def, 2 armour, 15-18 power, 38.5 block) shocking steel shield of acid resistance (+16%) (6 def, 2 armour, 15-18 power, 38.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 On weapon hit: * 14% chance to daze When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 12 lightning Changes resistances: +16% acid Talent granted: +2 Block Handheld deflection devices. |
| Cloak | Zanylach (1 def, 0 armour) Zanylach (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +6% cold / +6% fire Spell save: +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel plate armour (4 def, 14 armour) impenetrable steel plate armour (4 def, 14 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +22% 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: 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. 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. |
insidious poison infusion (12 nature damage, 24% healing reduction) insidious poison infusion (12 nature damage, 24% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 11.57 nature damage per turn for 7 turns, and reducing the target's healing received by 24%. The sudden stream of natural forces also strips you of one random detrimental magical 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. |
movement infusion of the duelist (383% speed; 5 turns) movement infusion of the duelist (383% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 383% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. 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. |
regeneration infusion (heal 90 over 5 turns) regeneration infusion (heal 90 over 5 turns)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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 90 life over 5 turns. 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. |
manasurge rune of the sneak (652% regen over 10 turns; 33 instant mana) manasurge rune of the sneak (652% regen over 10 turns; 33 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 652% over 10 turns and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. 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. |
keeper's elm longbow keeper's elm longbowRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Changes resistances penetration: +5% physical / +5% temporal Changes damage: +8% physical / +9% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
steel mace (14-19.6 power, 3 apr) steel mace (14-19.6 power, 3 apr)Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
Eye of Summer (8-8.8 power, 18 apr, fire damage) Eye of Summer (8-8.8 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 35% Wil, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+8 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Stormlash (17-18.7 power, 7 apr) Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+4 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 12.67 to 38.00 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal A belt that goes around your waist. |
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. |
restful iron gauntlets (0 def, 1 armour) restful iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +1.20 Stamina each turn: +0.70 Maximum stamina: +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Xalenne the iron helm (0 def, 3 armour) Xalenne the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +7% nature / +6% blight Maximum stamina: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of precognition (5 def, 3 armour) iron helm of precognition (5 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 11% chance to gain 10% of a turn Changes stats: +3 Cun A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing steel mail armour of lightning resistance (2 def, 6 armour) cleansing steel mail armour of lightning resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +11% blight / +11% nature / +15% lightning A suit of armour made of mail. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 24.73 to 74.20 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
iron plate armour 'Hahell' (3 def, 7 armour) iron plate armour 'Hahell' (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical Changes stats: +4 Str / +1 Con A suit of armour made of metal plates. |
agate 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. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
2 amethyst 2 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. |
2 ametrine 2 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. |
citrine 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. |
6 zircon 6 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
Level 10 (Exploration mode)
Got a character to level 10.By Incurso the Cornac Bulwark level 10
75th Dusk 122nd year of Ascendancy at 13:34 see stats
Look at me, I'm playing a roguelike! (Exploration mode)
Linked yourself in the in-game chat.By Incurso the Cornac Bulwark level 2
75th Pyre 122nd year of Ascendancy at 18:03 see stats
The sky is falling! (Exploration mode)
Saw a huge meteor falling from the sky.By Incurso the Cornac Bulwark level 10
75th Dusk 122nd year of Ascendancy at 23:26 see stats
Log
Incurso receives 25 healing.
Incurso receives 25 healing.
Incurso has finished recovering.
Talent Vitality is ready to use.
Incurso starts suffocating to death!
Incurso is suffocating.
Incurso is recovering from the damage!
Incurso receives 25 healing.
Incurso receives 25 healing.
Incurso the level 12 cornac bulwark suffocated to death on level 1 of Lake of Nur.
Incurso has finished recovering.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Incurso killed Incurso!
Incurso can breathe again.
Saving done.
You are sent back to the material plane!
Talent Vitality is ready to use.
