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 | Male |
| Race | Thalore |
| Class | Bulwark |
| Level / Exp | 27 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by Salildama the losselhing at level 27 on the 49th Pyre 123rd year of Ascendancy at 15:24 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 68 (base 42) |
| Dexterity | 65 (base 27) |
| Constitution | 54 (base 42) |
| Magic | 11 (base 10) |
| Willpower | 27 (base 16) |
| Cunning | 45 (base 13) |
Resources
| Life | -24/984 |
| Stamina | 124/206 |
| Healing Factor | 1.6746428571428 |
| Regeneration | 174.80139314082 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 61 |
| Crit Chance | 27% |
| APR | 61 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 3.6666666666667 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 46.910989336798 (30%) |
| Defense | 48 |
| Ranged Defense | 52 |
| Fatigue | 21 |
| Physical Save | 54 |
| Spell Save | 36 |
| Mental Save | 23 |
Defense: Resistances
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 57% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 57% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: SunUse 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 brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 24). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 48) for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 463 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | The target is on fire, taking 25.43 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 20%. Distortion |
| beneficial effect | A flow of life spins around the target, regenerating 92.52 life per turn. Regeneration |
| beneficial effect | You gain 27% resistance against fire. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You failed to protect the lost anorithil from death by orc necromancer. Escort: lost anorithil (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Evasion (+1 level(s)). | 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 talent Evasion (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by midge swarm. Escort: repented thief (level 1 of Old Forest) | failed |
You failed to protect the repented thief from death by rattlesnake. Escort: repented thief (level 2 of Norgos Lair) | failed |
You failed to protect the temporal explorer from death by snow giant. Escort: temporal explorer (level 2 of Daikara) | failed |
You failed to protect the worried loremaster from death by lesser vampire. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed sandworm tooth. * You've found the needed honey tree root. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed naga tongue. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | 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 within6 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Voromira the Blazefame (6 def, 5 armour) Voromira the Blazefame (6 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +5 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 8 light Changes stats: +6 Lck / +5 Dex Stealth bonus: +6 Stamina each turn: +0.20 Maximum stamina: +15.00 Healing mod.: +15% A pair of boots made of leather. |
| Quiver | hateful quiver of yew arrows of crippling (15/15, 34-47.6 power, 10 apr) hateful quiver of yew arrows of crippling (15/15, 34-47.6 power, 10 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +16.0% Capacity: 15 On weapon crit: * cripple the target Damage (Ranged): +8 darkness Damage against: +11% Living Arrows are used with bows to pierce your foes to death. |
| Light source | survivor's brass lantern of the zealot survivor's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Physical save: +5 (+2 eff.) Spell save: +5 (+2 eff.) Light radius: +2 Healing mod.: +11% 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 | Shimmerbore the hardened leather cap (0 def, 3 armour) Shimmerbore the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Str / +11 Dex / +4 Cun Changes resistances: +3% lightning Changes damage: +3% lightning / +18% temporal Physical save: +15 (+5 eff.) A cap made of leather. |
| On hands | brawler's dwarven-steel gauntlets of archery (0 def, 2 armour) brawler's dwarven-steel gauntlets of archery (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +2 Changes stats: +4 Str / +8 Dex / +9 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.3 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 165% damage with a 27% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Ivatta the Cracklespar (dig speed 40 turns) Ivatta the Cracklespar (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 lightning Changes stats: +3 Str Changes resistances: +12% darkness / +12% lightning Changes resistances penetration: +10% lightning Changes damage: +3% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | solipsist's stralite ring of pilfering solipsist's stralite ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Defense: +8 (+2 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +5 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.6 Power cost: 10 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 91% 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. |
| On fingers | solipsist's gold ring of pilfering solipsist's gold ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +6 Cun / +5 Wil Mindpower: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.6 Power cost: 10 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 91% 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 neck | insulating gold amulet of dexterity (+4) insulating gold amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Dex Changes resistances: +14% cold / +11% fire Amulets can have magical properties. |
| In main hand | Boryntir (27.5-38.5 power, 4 apr) Boryntir (27.5-38.5 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +20 insidious poison When wielded/worn: Armour penetration: +16 Physical crit. chance: +11.0% Effects on melee hit: * 10 arcane resource burn * 30% chance to corrode armour by 30% Changes resistances: +6% fire Changes resistances penetration: +25% acid Critical mult.: +25.00% Spell save: +20 (+8 eff.) Blunt and deadly. |
| Around waist | Sootspawn the hardened leather belt Sootspawn the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 20 darkness Changes stats: +4 Dex / +3 Cun / +7 Lck Changes resistances: +9% darkness Changes damage: +9% light / +9% darkness Trap disarming bonus: +14 Stealth bonus: +8 Light radius: +3 Infravision radius: +4 A belt that goes around your waist. |
| In off hand | Shockgasher (8 def, 13 armour, 34.5-41.4 power, 142.5 block) Shockgasher (8 def, 13 armour, 34.5-41.4 power, 142.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 34.5 - 41.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +142 Burst (radius 2) on crit: +8 lightning When wielded/worn: Armour: +13 Defense: +8 (+2 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 18% chance to reduce effective powers by 20% * 19 arcane resource burn Damage when hit (Melee): 4 fire Changes stats: +8 Con Changes resistances: +5% acid / +5% nature Changes damage: +9% lightning / +6% fire Talent granted: +3 Block Physical save: +7 (+2 eff.) Handheld deflection devices. |
| Cloak | Neramira the cashmere cloak (8 def, 0 armour) Neramira the cashmere cloak (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Cun / +3 Con Changes resistances: +16% light / +15% fire Grants telepathy: Dragon Demon/Major Demon/Minor Stealth bonus: +8 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened leather armour 'Islyriavena' (3 def, 6 armour) hardened leather armour 'Islyriavena' (3 def, 6 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +10 Str / +1 Dex / +3 Mag / +1 Cun Changes resistances: +7% physical / +12% darkness / +17% fire Reduces incoming crit damage: 10.00% Life regen: +6.60 Maximum life: +42.00 Light radius: +3 Healing mod.: +12% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
insidious poison infusion (13 nature damage, 20% healing reduction) insidious poison infusion (13 nature damage, 20% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 13.14 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (22 nature damage, 42% healing reduction) insidious poison infusion (22 nature damage, 42% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 21.57 nature damage per turn for 7 turns, and reducing the target's healing received by 42%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the titan (25 nature damage, 20% healing reduction) insidious poison infusion of the titan (25 nature damage, 20% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 28 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 25.43 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Constitution 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block) Black Mesh (8 def, 2 armour, 40-48 power, 120 block)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 (+2 eff.) Ranged Defense: +8 (+3 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. |
deflecting stralite shield of crushing (19 def, 2 armour, 48-57.6 power, 136.5 block) deflecting stralite shield of crushing (19 def, 2 armour, 48-57.6 power, 136.5 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: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +136 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +2 Defense: +19 (+6 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Talent granted: +4 Block Deflect projectiles away: +8% Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Tulylarin the ash totem of thorny skin [power 25] (5/20 cooldown) Tulylarin the ash totem of thorny skin [power 25] (5/20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes damage: +3% arcane Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Mana each turn: +0.12 Vim when firing critical spell: +1.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
webbed yew totem of healing [power 140] (5/20 cooldown) webbed yew totem of healing [power 140] (5/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Talent cooldown: Lay Web (-1 turn) Talent granted: +3 Lay Web It can be used to heal a target within range 7 (based on Willpower) for 140, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Faren the Thalore Bulwark level 23
24th Regrowth 123rd year of Ascendancy at 01:41 see stats
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Faren the Thalore Bulwark level 13
11st Dusk 122nd year of Ascendancy at 21:19 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Faren the Thalore Bulwark level 26
48th Pyre 123rd year of Ascendancy at 20:39 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Faren the Thalore Bulwark level 22
5th Allure 123rd year of Ascendancy at 16:36 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Faren the Thalore Bulwark level 14
49th Dusk 122nd year of Ascendancy at 13:56 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Faren the Thalore Bulwark level 23
27th Regrowth 123rd year of Ascendancy at 20:50 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Faren the Thalore Bulwark level 25
42nd Regrowth 123rd year of Ascendancy at 05:32 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Faren the Thalore Bulwark level 16
38th Haze 122nd year of Ascendancy at 18:38 see stats
Level 10 (Roguelike)
Got a character to level 10.By Faren the Thalore Bulwark level 10
3rd Summertide 122nd year of Ascendancy at 15:06 see stats
Level 20 (Roguelike)
Got a character to level 20.By Faren the Thalore Bulwark level 20
3rd Decay 122nd year of Ascendancy at 04:48 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Faren the Thalore Bulwark level 24
39th Regrowth 123rd year of Ascendancy at 02:13 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Faren the Thalore Bulwark level 25
42nd Regrowth 123rd year of Ascendancy at 12:30 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Faren the Thalore Bulwark level 9
10th Mirth 122nd year of Ascendancy at 15:11 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Faren the Thalore Bulwark level 13
34th Dusk 122nd year of Ascendancy at 19:55 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Faren the Thalore Bulwark level 17
58th Haze 122nd year of Ascendancy at 17:04 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Faren the Thalore Bulwark level 13
34th Dusk 122nd year of Ascendancy at 16:15 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Faren the Thalore Bulwark level 26
43rd Regrowth 123rd year of Ascendancy at 22:04 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Faren the Thalore Bulwark level 16
38th Haze 122nd year of Ascendancy at 11:11 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Faren the Thalore Bulwark level 22
1st Regrowth 123rd year of Ascendancy at 22:18 see stats
Log
Dreaming horror uses Distortion Wave.
Faren resists the knockback!
Dreaming horror hits Faren for 106 physical damage.
Master vampire is caught in a web!
Master vampire shrugs off the effect 'Pinned to the ground'!
Skeleton mage is no longer suffering from insomnia.
Dreaming horror receives 6 healing (8 psi heal).
Dreaming horror converts some damage to Psi!
Ninurlhing hits Dreaming horror for (15 resonance), 6 to psi, 6 nature (12 total damage).
Dreaming horror hits Ninurlhing for 13 mind damage.
Dreaming horror converts some damage to Psi!
Dreaming horror mentally dismisses some damage!
Ninurlhing's acid area effect hits Skeleton mage for 13 acid damage.
Ninurlhing's acid area effect hits Ninurlhing for 13 acid damage.
Ninurlhing's acid area effect hits Master vampire for (13 absorbed), 0 acid (0 total damage).
Ninurlhing's acid area effect hits Elder vampire for 13 acid damage.
Ninurlhing's acid area effect hits Elder vampire for 13 acid damage.
Ninurlhing's acid area effect hits Giant spider for 11 acid damage.
Ninurlhing's acid area effect hits Master vampire for 11 acid damage.
Ninurlhing's acid area effect hits Dreaming horror for (4 dismissed), (2 resonance), 1 to psi, 1 acid (2 total damage).
Giant spider seems to search the ground...
Faren is invigorated by the attack!
Talent Infusion: Regeneration is ready to use.
Burning from Skeleton mage hits Faren for 9 fire damage.
Dreaming horror uses Distortion Bolt.
Faren uses Infusion: Regeneration.
Faren starts regenerating health quickly.
Salildama the losselhing casts Freeze.
Saving game...
