








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Bulwark |
| Level / Exp | 9 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton archer at level 6 on the 7th Mirth 122nd year of Ascendancy at 11:54 0 / 5Killed by Wisre the halfling at level 8 on the 1st Flare 122nd year of Ascendancy at 19:42 Killed by Belorawe the rogue at level 8 on the 4th Flare 122nd year of Ascendancy at 12:29 Killed by Layina the carrion worm mass at level 9 on the 39th Haze 122nd year of Ascendancy at 01:03 Killed by Layina the carrion worm mass at level 9 on the 39th Haze 122nd year of Ascendancy at 02:31 |
Primary Stats
| Strength | 29 (base 28) |
| Dexterity | 19 (base 15) |
| Constitution | 18 (base 23) |
| Magic | 11 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | -3/320 |
| Stamina | 132/132 |
| Healing Factor | 1.2971631205674 |
| Regeneration | 17.706276595745 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 30 |
| Crit Chance | 8% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Physical | +5% |
| Nature | +5% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +20% |
Defense: Base
| Armour (hardiness) | 29.422035702265 (73.452380952381%) |
| Defense | 22 |
| Ranged Defense | 23 |
| Fatigue | 16 |
| Physical Save | 23 |
| Spell Save | 9 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Nature | + 14%( 70%) |
| Temporal | + 10%( 70%) |
| Cold | + 18%( 70%) |
| Lightning | + 9%( 70%) |
| Fire | + 14%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 34% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 34% |
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 techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | The target is infected by a disease, reducing its constitution by 5 and doing 27.98 blight damage per turn. Rotting Disease |
| beneficial effect | Increases the effectiveness of all healing the target receives by 23%. Empowered Healing |
| beneficial effect | A flow of life spins around the target, regenerating 12.50 life per turn. Regeneration |
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 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | grounding pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 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% Changes resistances: +5% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Gunyzilarath the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances penetration: +20% arcane Critical mult.: +5.00% Hate when firing a critical mind attack: +3.00 Mindpower: +2 (+1 eff.) Light radius: +4 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 | stabilizing iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Physical save: +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | 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. |
| On fingers | 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 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 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 12 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. |
| Around waist | rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 A belt that goes around your waist. |
| In main hand | steel waraxe 'Gabrerin' (14-19.6 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +13 nature / +12 temporal Burst (radius 1) on hit: +5 fire When wielded/worn: Mana each turn: +0.04 Maximum mana: +80.00 One-handed war axes. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Main armor | spiked iron mail armour of acid resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +16% acid A suit of armour made of mail. |
| Around neck | restful copper amulet of cunning (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Cun Life regen: +0.90 Amulets can have magical properties. |
Inventory
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 1 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. |
This item will automatically be transmogrified when you leave the level.movement infusion of the warrior (404% speed; 5 turns) 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: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 404% 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 Strength 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. |
sun infusion (rad 5; power 20; turns 3; dispels darkness)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: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 3 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. |
sun infusion (rad 6; power 20; turns 5; dispels darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 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. |
wild infusion (resist 10%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 cure yourself of one random mental or physical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion (resist 10%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 psychic (660% 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: 20 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 660% for 10 turns and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower 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. |
phase door rune (range 6; power 15; dur 3)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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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. |
phase door rune of the duelist (range 7; power 19; dur 3)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity 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. |
copper amulet of mastery (0.10 Technique / Combat veteran)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.10 Technique / Combat veteran Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.grounding steel amulet of dexterity (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
Obsidianwinnow the steel dagger (12.5-16.25 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 cold When wielded/worn: Damage when hit (Melee): 4 darkness / 8 blight Changes resistances: +9% blight Changes resistances penetration: +5% darkness / +5% blight Changes damage: +9% darkness Sharp, short and deadly. |
flaming steel greatmaul of massacre (38-57 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 38.0 - 57.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +10 fire Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.iron greatmaul of phasing (18-27 power, 10 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +0.5% Attack speed: 100% Damage Shield penetration (this weapon only): +14% Massive two-handed mauls. |
balanced iron longsword (12.5-17.5 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +5 (+3 eff.) Disarm immunity: +22% Sharp, long, and deadly. |
truestriking iron longsword of dampening (13-18.2 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +6 Changes resistances: +8% acid / +7% fire / +8% cold / +7% lightning Changes resistances penetration: +6% physical Spell save: +5 (+5 eff.) Sharp, long, and deadly. |
arcing steel mace of daylight (11.5-16.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 light / +5 lightning Damage against: +5% Undead Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.insidious iron mace of massacre (18-25.2 power, 2 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +16 insidious poison Blunt and deadly. |
iron mace of paradox (12-16.8 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +5% temporal Blunt and deadly. |
nature's vined mindstar of slime (4-4.4 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 2% Changes resistances: +3% blight Changes damage: +7% nature Disease immunity: +12% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
throat-seeking rough leather sling of powerRequires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 On weapon crit: * silences the target Damage (Ranged): +5 nature When wielded/worn: Changes resistances penetration: +5% nature / +9% physical Changes damage: +9% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.steel waraxe (13-18.2 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% One-handed war axes. |
miner's pair of rough leather boots of tirelessness (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Stamina each turn: +0.30 Maximum stamina: +10.00 Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.radiant iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Damage (Melee): 6 light Changes stats: +3 Dex Changes resistances: +6% light Changes damage: +3% light Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Curesmasher the dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 15% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Con Changes resistances: +9% temporal Changes damage: +3% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spellwoven linen wizard hat of the mind (+11%) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +11% mind Changes damage: +11% mind Mana each turn: +0.11 Spellpower: +2 (+2 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
iron mail armour of acid resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +15% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.prismatic cured leather armour of temporal resistance (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +17% temporal / +10% light / +12% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +10% light / +10% darkness A suit of armour made of metal plates. |
deflecting iron shield (9 def, 2 armour, 10-12 power, 19.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Defense: +9 (+5 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Deflect projectiles away: +5% Handheld deflection devices. |
2 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. |
2 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+2 eff.) Changes stats: +1 Str / +2 Cun Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +5 See invisible: +6 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 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)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 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. |
iron torque of thermal psionic shield [power 27] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.ash totem of cure ailments [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
3 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. |
supercharged elm wand of clairvoyance [power 9] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 35 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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
Rescuer of the lost
Rescued the merchant from the assassin lord.By Vennour the Higher Bulwark level 9
5th Flare 122nd year of Ascendancy at 01:29 see stats
Log
Vennour starts regenerating health quickly.
Vennour misses Layina the carrion worm mass.
Carrion worm mass's blight area effect hits Layina the carrion worm mass for 0 blight damage.
Carrion worm mass's blight area effect hits Vennour for 21 blight damage.
Layina the carrion worm mass performs a diseased attack against Vennour.
Layina the carrion worm mass hits Vennour for 10 physical, 5 nature, 7 temporal (21 total damage).
Vennour hits Layina the carrion worm mass for 0 blight, 2 physical (2 total damage).
Vennour has finished recovering.
Rotting Disease from Layina the carrion worm mass hits Vennour for 25 blight damage.
Vennour hits Layina the carrion worm mass for 5 physical, 5 nature, 4 temporal, 3 fire (17 total damage).
Carrion worm mass's blight area effect hits Layina the carrion worm mass for 0 blight damage.
Carrion worm mass's blight area effect hits Vennour for 25 blight damage.
Layina the carrion worm mass hits Vennour for 19 physical, 6 nature, 8 temporal (33 total damage).
Vennour hits Layina the carrion worm mass for 0 blight, 2 physical (2 total damage).
Rotting Disease from Layina the carrion worm mass hits Vennour for 25 blight damage.
Rotting Disease from Layina the carrion worm mass hits Vennour for 20 blight damage.
Rotting Disease from Layina the carrion worm mass hits Vennour for 20 blight damage.
Layina the carrion worm mass hits Vennour for 16 physical, 5 nature, 7 temporal (28 total damage).
Vennour hits Layina the carrion worm mass for 5 physical, 5 nature, 4 temporal, 3 fire, 0 blight, 2 physical (19 total damage).
Rotting Disease from Layina the carrion worm mass hits Vennour for 20 blight damage.
Vennour is not stunned anymore.
Talent Shield Pummel is ready to use.
Talent Shield Slam is ready to use.
Talent Rush is ready to use.
Rotting Disease from Layina the carrion worm mass hits Vennour for 20 blight damage.
Saving game...














































































