Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 20 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by Lauin the halfling at level 15 on the 25th Dusk 122nd year of Ascendancy at 13:05 / 2Killed by Borius, Avatar of Bearness at level 20 on the 78th Regrowth 123rd year of Ascendancy at 11:54 |
| Antimagic | Follower |
Primary Stats
| Strength | 53 (base 48) |
| Dexterity | 27 (base 22) |
| Constitution | 29 (base 29) |
| Magic | 10 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 29 (base 10) |
Resources
| Life | -293/798 |
| Stamina | 119/142 |
| Healing Factor | 1.243216080402 |
| Regeneration | 6.5409288118057 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 26.003878189685 |
| See Invisible | 26.003878189685 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 52 |
| Crit Chance | 7% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 45.236006568474 (86.818181818182%) |
| Defense | 37 |
| Ranged Defense | 41 |
| Fatigue | 27 |
| Physical Save | 33 |
| Spell Save | 47 |
| Mental Save | 30 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 54% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 44% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 8 turns. While Heroism is active, you will only die when reaching -466 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| 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 379 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed weapons | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Effects
| talent | Last Stand |
| talent | Shield Wall |
| detrimental effect | The target is maimed, reducing damage by 21 and global speed by 30%. Maimed |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Damage reduced by 10 Slowed by 0 Damage per turn 52 |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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 grave | active |
You failed to protect the lost sun paladin from death by dreaming giant venus flytrap. Escort: lost sun paladin (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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 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 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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed chunk of ghoul flesh. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. * You've found the needed pouch of faeros ash. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed minotaur nose. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Stormguile' (0 def, 4 armour) pair of dwarven-steel boots 'Stormguile' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +3 Cun / +3 Dex Changes resistances: +15% lightning Changes resistances penetration: +10% lightning Changes damage: +9% mind / +6% lightning It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| 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 (66 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | bladed rough leather cap of knowledge (0 def, 1 armour) bladed rough leather cap of knowledge (0 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +3 Wil / +3 Cun Mindpower: +4 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 77.5 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+7 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 18 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | solipsist's steel ring of pilfering solipsist's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Defense: +9 (+4 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around waist | hardened leather belt 'Delazilafang' hardened leather belt 'Delazilafang'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+5 eff.) Changes stats: +2 Cun Changes resistances: +6% acid Critical mult.: +15.00% Stealth bonus: +9 Stun/Freeze immunity: +10% Hate when firing a critical mind attack: +5.00 Mindpower: +6 (+3 eff.) A belt that goes around your waist. |
| In main hand | Noonquill the dwarven-steel mace (36-50.4 power, 4 apr) Noonquill the dwarven-steel mace (36-50.4 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +12% light Changes damage: +21% light Light radius: +2 Blunt and deadly. |
| On hands | scouring dwarven-steel gauntlets of butchering (0 def, 2 armour) scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +8 Physical power: +6 (+2 eff.) Armour: +2 Effects when hit in melee: * 21% chance to reduce effective powers by 20% * 15 arcane resource burn Changes resistances: +8% blight Spell save: +21 (+7 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | Pitchmight (10 def, 2 armour, 50.5-60.6 power, 135 block) Pitchmight (10 def, 2 armour, 50.5-60.6 power, 135 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 50.5 - 60.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +135 Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +12 darkness When wielded/worn: Armour: +2 Defense: +10 (+4 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 4 blight Changes resistances: +9% darkness / +21% cold Changes damage: +6% darkness / +6% blight Talent granted: +4 Block Handheld deflection devices. |
| Main armor | Bloommonster the stralite mail armour (4 def, 13 armour) Bloommonster the stralite mail armour (4 def, 13 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 8 nature Changes stats: +2 Str / +2 Dex Changes resistances: +8% acid / +9% cold / +12% nature Changes damage: +9% nature Allows you to breathe in: water Maximum life: +40.00 A suit of armour made of mail. |
| Around neck | Woewalker WoewalkerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +3% darkness Changes resistances penetration: +15% darkness Changes damage: +9% darkness Physical save: +11 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +12 (+6 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Inventory
Uludir UludirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +21% cold / +6% darkness / +19% temporal Blindness immunity: +10% Pinning immunity: +28% Knockback immunity: +46% Amulets can have magical properties. |
Glowtrail the stralite battleaxe (41.5-62.25 power, 3 apr) Glowtrail the stralite battleaxe (41.5-62.25 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 40% chance to blind When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +13 Changes resistances: +12% blight Changes resistances penetration: +13% physical Reduces incoming crit damage: 15.00% Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -40.00 life Massive two-handed battleaxes. |
dwarven-steel dagger 'Khelayalach' (19.5-25.35 power, 7 apr) dwarven-steel dagger 'Khelayalach' (19.5-25.35 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 111% On weapon hit: * Slows global speed by 40% When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +3 Dex / +4 Mag / +6 Con Changes resistances: +12% nature Sharp, short and deadly. |
Arctouch (48-76.8 power, 3 apr) Arctouch (48-76.8 power, 3 apr)Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Burst (radius 1) on hit: +8 mind Damage against: +21% Unnatural When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 mind Changes stats: +6 Wil Changes resistances penetration: +25% mind Changes damage: +3% lightning Massive two-handed swords. |
Silotta the dwarven-steel longsword (31.5-44.1 power, 4 apr) Silotta the dwarven-steel longsword (31.5-44.1 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +8 acid / +7 cold When wielded/worn: Changes resistances penetration: +10% blight Spell save: +6 (+2 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +1% Sharp, long, and deadly. |
Brodarath the Cobraenvy (14-15.4 power, 32 apr, nature damage) Brodarath the Cobraenvy (14-15.4 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +9% darkness / +2% physical Changes resistances penetration: +8% darkness Changes damage: +12% darkness Talent mastery: +0.10 Cursed / Darkness Blindness immunity: +27% Poison immunity: +5% Cut immunity: +5% Only die when reaching: -60.00 life Mindpower: +8 (+4 eff.) Mental crit. chance: +4% 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. |
hardened leather belt of burglary hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +4 Cun / +6 Lck Trap disarming bonus: +14 Stealth bonus: +7 Infravision radius: +4 A belt that goes around your waist. |
cashmere cloak of the voidstalker (2 def, 0 armour) cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +17% darkness / +19% temporal Defense after a teleport: +17 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blood-soaked pair of rough leather boots of phasing (0 def, 1 armour) blood-soaked pair of rough leather boots of phasing (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Wil / +2 Mag It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
pair of iron boots 'Glowvengeance' (0 def, 9 armour) pair of iron boots 'Glowvengeance' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 Fatigue: +2% Changes resistances: +3% light Physical save: +6 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) Disease immunity: +20% Stun/Freeze immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mardafang the dwarven-steel helm (0 def, 5 armour) Mardafang the dwarven-steel helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 physical Changes resistances: +6% acid Changes resistances penetration: +5% physical Maximum life: +40.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
radiant steel mail armour of Eyal (2 def, 6 armour) radiant steel mail armour of Eyal (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 5 light Changes stats: +2 Wil Changes resistances: +11% blight / +12% darkness Life regen: +1.30 Maximum life: +52.00 Light radius: +2 Healing mod.: +14% A suit of armour made of mail. |
Vorulema the hardened leather armour (3 def, 6 armour) Vorulema the hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes stats: +4 Str / +4 Mag / +10 Wil / +5 Cun / +2 Con Changes resistances: +21% lightning Mental save: +15 (+8 eff.) Maximum life: +22.00 A suit of armour made of leather. |
troll-hide hardened leather armour of command (11 def, 9 armour) troll-hide hardened leather armour of command (11 def, 9 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +11 (+5 eff.) Fatigue: +8% Changes stats: +3 Cun Mental save: +15 (+8 eff.) Life regen: +4.10 Maximum life: +36.00 Healing mod.: +13% A suit of armour made of leather. |
spiked steel plate armour of implacability (4 def, 14 armour) spiked steel plate armour of implacability (4 def, 14 armour)Requires: - Strength 28 - Talent Heavy 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: +18% Damage when hit (Melee): 11 physical Physical save: +7 (+3 eff.) A suit of armour made of metal plates. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 45 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
2 aquamarine 2 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. |
3 opal 3 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
spinel 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)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 182 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. |
4 amethyst 4 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. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 49 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 32 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
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. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Liat the Cornac Bulwark level 19
68th Regrowth 123rd year of Ascendancy at 02:00 see stats
Ay ay captain! (Roguelike)
Turn into a pirate!By Liat the Cornac Bulwark level 18
3rd Allure 123rd year of Ascendancy at 19:23 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Liat the Cornac Bulwark level 18
29th Regrowth 123rd year of Ascendancy at 06:34 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Liat the Cornac Bulwark level 18
72nd Dusk 122nd year of Ascendancy at 03:42 see stats
Level 10 (Roguelike)
Got a character to level 10.By Liat the Cornac Bulwark level 10
1st Flare 122nd year of Ascendancy at 02:18 see stats
Level 20 (Roguelike)
Got a character to level 20.By Liat the Cornac Bulwark level 20
76th Regrowth 123rd year of Ascendancy at 16:42 see stats
Merry wintertide! (Roguelike)
Finish the Santascape event and free the little helper elves.By Liat the Cornac Bulwark level 19
37th Regrowth 123rd year of Ascendancy at 20:21 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Liat the Cornac Bulwark level 13
5th Dusk 122nd year of Ascendancy at 22:42 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Liat the Cornac Bulwark level 12
2nd Dusk 122nd year of Ascendancy at 16:16 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Liat the Cornac Bulwark level 12
10th Flare 122nd year of Ascendancy at 16:19 see stats
Unstoppable (Roguelike)
Returned from the dead.By Liat the Cornac Bulwark level 15
25th Dusk 122nd year of Ascendancy at 13:05 see stats
Log
Borius, Avatar of Bearness uses Shattering Shout.
Borius, Avatar of Bearness hits Liat for 198 physical damage.
Borius, Avatar of Bearness uses Take Down.
Liat is grappled!
Borius, Avatar of Bearness is engaged in a grapple!
Borius, Avatar of Bearness hits Liat for 171 physical damage.
Liat hits Borius, Avatar of Bearness for 8 lightning, 0 arcane, 8 nature, 6 physical, 4 blight, 12 temporal (39 total damage).
Grappled from Borius, Avatar of Bearness hits Liat for 47 physical damage.
Borius, Avatar of Bearness uses Clinch.
Borius, Avatar of Bearness hits Liat for 189 physical damage.
Grappling hits Liat for 2 physical, 2 physical, 1 physical, 1 physical, 3 physical (9 total damage).
Liat hits Borius, Avatar of Bearness for 7 lightning, 0 arcane, 7 nature, 5 physical, 4 blight, 10 temporal (33 total damage).
Liat activates Last Stand.
Liat uses Repulsion.
Grappling hits Liat for 22 physical, 4 physical (26 total damage).
Liat hits Borius, Avatar of Bearness for 83 physical, 15 darkness (98 total damage).
Liat is no longer attuned.
Grappled from Borius, Avatar of Bearness hits Liat for 47 physical damage.
Borius, Avatar of Bearness uses Maim.
Liat is maimed.
Borius, Avatar of Bearness hits Liat for 102 physical damage.
Liat can not wear (on feet): blood-soaked pair of rough leather boots of phasing (0 def, 1 armour) (antimagic).
Liat deactivates Yarrrr!!.
Grappled from Borius, Avatar of Bearness hits Liat for 47 physical damage.
Borius, Avatar of Bearness throws a finishing uppercut.
Saving game...
