










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Steamtech UI 1.1.4 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 23 / 19% |
Size | medium |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 49 (base 40) |
Dexterity | 41 (base 28) |
Constitution | 42 (base 33) |
Magic | 12 (base 10) |
Willpower | 29 (base 20) |
Cunning | 25 (base 10) |
Resources
Life | 815/815 |
Stamina | 168/168 |
Healing Factor | 1.3364150943396 |
Regeneration | 5.5695726857442 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 24.108545491274 |
See Invisible | 24.108545491274 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 91 |
Accuracy | 52 |
Crit Chance | 11% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 18 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Mind | +9% |
Acid | +9% |
Fire | +15% |
Light | +9% |
Offense: Damage Penetration
Mind | +10% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 81.202128821487 (100%) |
Defense | 38 |
Ranged Defense | 43 |
Fatigue | 45 |
Physical Save | 42 |
Spell Save | 28 |
Mental Save | 31 |
Defense: Resistances
Lightning | + 40%( 70%) |
Acid | + 49%( 70%) |
Light | + 49%( 70%) |
Darkness | + 41%( 70%) |
Cold | + 44%( 70%) |
Arcane | + 39%( 70%) |
Fire | + 70%( 70%) |
All | + 36%( 70%) |
Defense: Immunities
Stun Resistance | 56% |
Bleed Resistance | 40% |
Pinning Resistance | 20% |
Disarm Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 78% |
Inscriptions (4/4)
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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 337 life over 5 turns. Its effects scale with your Strength 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 1 poison effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 481% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
beneficial effect | The bear in you is awaken, you take 25% less damage. Essence of Bearness |
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 successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the lost warrior from death by giant venus flytrap. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by snow giant. Escort: temporal explorer (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Willpower by +1. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 black mamba head. * You've found the needed bear paw. * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed chunk of ghoul flesh. * You've found the needed xorn fragment. | 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 within3 lumberjacks have died. | 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 | ![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +2% Physical save: +6 (+2 eff.) Spell save: +5 (+3 eff.) Mental 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. |
Light source | ![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +5 Str / +4 Dex / +6 Wil / +4 Cun / +2 Con Changes damage: +9% mind Grants telepathy: Dragon Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +7 (+3 eff.) Fatigue: +5% Changes resistances: +24% fire / +4% all Changes resistances penetration: +10% mind Physical save: +9 (+3 eff.) Psi when hit: +0.16 Maximum hate: +8.00 Mindpower: +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +1 Wil Changes damage: +9% acid Critical mult.: +25.00% Mental save: +7 (+3 eff.) Equilibrium when hit: +0.04 Maximum life: +46.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 2/100. The very essence of bearness! |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Mag Disarm immunity: +27% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +24.00 Spellpower: +6 (+4 eff.) Rings can have magical properties. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Changes resistances: +12% light / +30% fire Changes damage: +9% light / +15% fire Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 mind Changes stats: +7 Dex / +5 Cun / +4 Con Changes resistances: +9% darkness Changes resistances penetration: +5% darkness Cut immunity: +40% Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 189 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 55.0 - 77.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +8 nature When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Cun / +1 Wil Critical mult.: +10.00% Mental save: +12 (+6 eff.) Psi when hit: +0.12 One-handed war axes. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +9% acid / +9% light / +8% fire / +13% cold / +5% arcane / +7% lightning Disease immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+7 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Damage when hit (Melee): 8 physical Changes stats: +2 Str / +1 Dex / +3 Con Critical mult.: +9.00% Only die when reaching: -40.00 life Maximum stamina: +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +17% Damage (Melee): 10 acid / 9 fire Damage when hit (Melee): 9 acid / 9 fire Changes resistances: +12% acid / +10% fire Physical save: +8 (+2 eff.) A suit of armour made of metal plates. |
Inventory
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning / +4 light Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+3 eff.) Damage when hit (Melee): 12 light Changes damage: +3% acid Disarm immunity: +27% Sharp, long, and deadly. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +6% darkness A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con 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. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Damage (Melee): 6 fire Changes stats: +2 Str Changes resistances: +5% fire Changes damage: +4% fire Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 16.32 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.0 - 33.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +87 Damage (Melee): +11 acid / +10 light When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 12% chance to corrode armour by 30% * 14% chance to blind Changes stats: +2 Mag / +6 Con Changes resistances: +12% acid / +10% light Talent granted: +3 Block Handheld deflection devices. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Changes stats: +4 Wil Changes resistances: +3% all Critical mult.: +11.00% Spell save: +6 (+3 eff.) 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. 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. |
![]() 0.00 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. |
![]() 0.00 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. |
Achievements
By Vale Aavangarde the Cornac Bulwark level 23
21st Regrowth 123rd year of Ascendancy at 23:44 see stats
By Vale Aavangarde the Cornac Bulwark level 9
3rd Flare 122nd year of Ascendancy at 21:08 see stats
By Vale Aavangarde the Cornac Bulwark level 19
4th Regrowth 123rd year of Ascendancy at 07:42 see stats
By Vale Aavangarde the Cornac Bulwark level 17
76th Haze 122nd year of Ascendancy at 22:38 see stats
By Vale Aavangarde the Cornac Bulwark level 10
11st Dusk 122nd year of Ascendancy at 17:54 see stats
By Vale Aavangarde the Cornac Bulwark level 20
4th Regrowth 123rd year of Ascendancy at 22:48 see stats
By Vale Aavangarde the Cornac Bulwark level 17
37th Haze 122nd year of Ascendancy at 01:00 see stats
By Vale Aavangarde the Cornac Bulwark level 7
79th Pyre 122nd year of Ascendancy at 06:59 see stats
By Vale Aavangarde the Cornac Bulwark level 19
5th Allure 123rd year of Ascendancy at 05:41 see stats
By Vale Aavangarde the Cornac Bulwark level 16
24th Haze 122nd year of Ascendancy at 09:07 see stats
By Vale Aavangarde the Cornac Bulwark level 19
2nd Wintertide 123rd year of Ascendancy at 07:35 see stats
Log
Vale Aavangarde picks up (o.): Falerin the drakeskin leather cap (0 def, 11 armour).
Vale Aavangarde picks up (e.): Unlightbloom.
Vale Aavangarde picks up (l.): Saluwen the Hellsstreak (40.5-56.7 power, 6 apr).
Resting starts...
Rested for 91 turns (stop reason: all resources and life at maximum).
There is a Portal here (press '' or right click to use).
You gain 16.20 gold from the transmogrification of Yvadhebeth (20/20, 45.5-63.7 power, 14 apr).
You gain 15.50 gold from the transmogrification of Betunn the Lustregrit (10 def, 2 armour, 42.5-51 power, 149.5 block).
You gain 20.77 gold from the transmogrification of voratun mail armour 'Medur' (14 def, 10 armour).
You gain 1.40 gold from the transmogrification of mindwoven cashmere wizard hat (2 def, 0 armour).
You gain 21.80 gold from the transmogrification of Falerin the drakeskin leather cap (0 def, 11 armour).
You gain 18.72 gold from the transmogrification of Isath the iron gauntlets (0 def, 5 armour).
You gain 16.43 gold from the transmogrification of Saluwen the Hellsstreak (40.5-56.7 power, 6 apr).
You gain 24.39 gold from the transmogrification of Goredubers the Lightningquake (36-43.2 power, 6 apr, physical element).
You gain 19.34 gold from the transmogrification of Singeedge the drakeskin leather sling.
You gain 19.10 gold from the transmogrification of Leleblek the Morningbraid.
You gain 19.02 gold from the transmogrification of Heatfame the dragonbone longbow.
You gain 16.46 gold from the transmogrification of Unlightbloom.
You gain 1.91 gold from the transmogrification of insulating stralite amulet of cunning (+5).
You gain 1.45 gold from the transmogrification of insulating gold amulet of strength (+4).
You gain 1.71 gold from the transmogrification of vision rune (radius 8; dur 13; see dragon).
You gain 1.69 gold from the transmogrification of lightning rune (138 lightning damage).
There is a Portal to the Bearscape here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Vale Aavangarde deactivates Shield Wall.
Vale Aavangarde deactivates Daunting Presence.