










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 | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 37 / 30% |
Size | big |
Lifes / Deaths | Killed by skeleton master archer at level 7 on the 79th Pyre 122nd year of Ascendancy at 14:09 0 / 9Killed by snow giant thunderer at level 13 on the 25th Dusk 122nd year of Ascendancy at 12:04 Killed by snow giant thunderer at level 13 on the 25th Dusk 122nd year of Ascendancy at 12:47 Killed by Cultist at level 29 on the 56th Haze 122nd year of Ascendancy at 05:48 Killed by eldritch eye at level 30 on the 80th Haze 122nd year of Ascendancy at 14:38 Killed by orc necromancer at level 35 on the 11st Pyre 123rd year of Ascendancy at 18:11 Killed by orc necromancer at level 36 on the 23rd Pyre 123rd year of Ascendancy at 18:50 Killed by forge-giant at level 36 on the 27th Pyre 123rd year of Ascendancy at 17:45 Killed by orc blood mage at level 37 on the 40th Pyre 123rd year of Ascendancy at 03:57 |
Primary Stats
Strength | 107 (base 41) |
Dexterity | 50 (base 44) |
Constitution | 61 (base 57) |
Magic | 38 (base 10) |
Willpower | 30 (base 13) |
Cunning | 31 (base 18) |
Resources
Life | -353/1311 |
Stamina | 140/198 |
Healing Factor | 1.5511688311688 |
Regeneration | 17.469592779587 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 26.878701826468 |
See Invisible | 26.878701826468 |
Offense: Mainhand
Damage | 153 |
Accuracy | 60 |
Crit Chance | 27% |
APR | 12 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 35 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Light | +26% |
Nature | +12% |
Physical | +10% |
Arcane | +5% |
Lightning | +32% |
All | +2% |
Offense: Damage Penetration
Cold | +20% |
Fire | +15% |
Temporal | +10% |
Defense: Base
Armour (hardiness) | 60.476284608798 (97.241379310345%) |
Defense | 43 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 21 |
Mental Save | 21 |
Defense: Resistances
Acid | + 29%( 70%) |
Arcane | -4%( 70%) |
Cold | + 14%( 70%) |
All | -16%( 70%) |
Darkness | -9%( 70%) |
Temporal | -3%( 70%) |
Lightning | + 46%( 70%) |
Physical | -4%( 70%) |
Fire | + 36%( 70%) |
Nature | -2%( 70%) |
Defense: Immunities
Stun Resistance | 57% |
Confusion Resistance | 10% |
Pinning Resistance | 15% |
Disarm Resistance | 55% |
Instadeath Resistance | 100% |
Knockback Resistance | 57% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 192.19 to 576.58 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 563 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 2/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Shield Wall |
talent | Precise Strikes |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is cursed, reducing all resistances by 31%. Curse of Vulnerability |
detrimental effect | The target's armour and saves are broken, reducing them by 29. Sunder Armour |
beneficial effect | The target is recovering 56 life each turn. Recovery |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+34). Continuum Destabilization |
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. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by skeleton warrior. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by snow giant thunderer. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by Raislin. Escort: repented thief (level 5 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved spell save by +4. | done |
You failed to protect the worried loremaster from death by skeleton warrior. Escort: worried loremaster (level 4 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 253. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 precision. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed black mamba head. * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed skeleton mage skull. * You've found the needed ice wyrm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed naga tongue. * You've found the needed vial of fire wyrm saliva. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed length of troll intestine. * You've found the needed bloated horror heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Changes resistances: +8% acid / +10% fire / +5% cold / +8% lightning A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+5 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 53 power out of 99/150) : Effective talent level: 4.0 Power cost: 53 out of 99/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 18.16 cold damage and 19.58 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +7% acid / +10% fire / +7% cold / +8% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+2 eff.) It can be used to activate talent Mindhook (costing 11 power out of 24/24) : Effective talent level: 4.0 Power cost: 11 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | ![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Changes stats: +5 Str Changes resistances: +6% lightning / +12% nature / +5% arcane Changes damage: +10% nature Mental save: +9 (+5 eff.) Only die when reaching: -40.00 life Infravision radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Mag / +6 Wil / +6 Cun Changes resistances: +3% temporal Changes resistances penetration: +10% temporal Changes damage: +3% arcane Critical mult.: +15.00% Mana each turn: +0.08 Mindpower: +11 (+6 eff.) Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-5 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 16 acid / 8 lightning Changes resistances: +9% acid / +10% physical / +9% lightning Changes damage: +30% lightning Stamina each turn: +0.60 Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% acid / +8% temporal / +7% cold / +15% lightning / +7% fire A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 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: +142 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +14% Changes resistances: +9% acid / +9% fire / +7% cold / +7% lightning Talent granted: +4 Block Handheld deflection devices. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +11 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +4 Wil Changes resistances: +5% arcane / +6% darkness Changes damage: +12% acid Reduces incoming crit damage: 15.00% Mental save: +15 (+8 eff.) Disarm immunity: +15% Pinning immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to blind Changes resistances: +9% fire Changes resistances penetration: +15% fire Changes damage: +24% light Life regen: +4.00 Maximum life: +73.00 Light radius: +2 Healing mod.: +22% A suit of armour made of metal plates. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 275.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
![]() 0.10 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. |
![]() Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +7 Lck Changes damage: +6% blight / +7% fire Critical mult.: +12.00% Spellpower: +6 (+3 eff.) Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +2 Mag Disarm immunity: +28% Pinning immunity: +24% Knockback immunity: +23% Maximum life: +24.00 Spellpower: +5 (+2 eff.) Rings can have magical properties. |
![]() quick stralite greatsword (48-76.8 power, 3 apr) Requires: - Strength 35 Crafted by a master 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: 111% When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +7 Dex Massive two-handed swords. |
![]() chilling stralite longsword of daylight (33.5-46.9 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +11 light / +17 cold Damage against: +16% Undead Sharp, long, and deadly. |
![]() thunderous stralite longsword of ruin (35-49 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 12% chance to daze at end of turn When wielded/worn: Armour penetration: +9 Physical crit. chance: +7.0% Changes stats: +2 Str / +2 Dex / +2 Mag / +4 Wil / +2 Cun / +2 Con Changes resistances penetration: +7% lightning Critical mult.: +16.00% Sharp, long, and deadly. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 111% On weapon crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing Burst (radius 2) on crit: +13 fire When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +9.0% Physical power: +5 (+1 eff.) Changes stats: +6 Dex / +2 Wil Changes resistances penetration: +10% fire Changes damage: +12% nature / +6% mind Mental crit. chance: +2% Global speed: +4% Heals friendly targets nearby when you use a nature summon: +10 Blunt and deadly. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical Changes resistances: +7% acid / +7% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() cleansing stralite plate armour of acid resistance (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Changes resistances: +15% blight / +14% nature / +20% acid A suit of armour made of metal plates. |
![]() stralite plate armour 'Goletira' (7 def, 13 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 8 light / 4 mind Changes stats: +3 Wil Changes resistances: +9% acid / +23% darkness / +27% blight / +26% cold / +15% nature Changes resistances penetration: +10% mind Reduced damage from: +10% Unnatural Cut immunity: +10% Knockback immunity: +20% Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
![]() Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block) Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+5 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +5 Block Special effect on block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 66 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +4 (+2 eff.) Maximum life: +57.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +7% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 7 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 133 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() sentry's pouch of stralite shots of paradox (54/54, 49.5-59.4 power, 11 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 49.5 - 59.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +11 Crit. chance: +5.5% Capacity: 54 Turns elapse between self-loadings: 5 On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +9 temporal Shots are used with slings to pummel your foes to death. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 20 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Raislin the Cornac Bulwark level 26
37th Haze 122nd year of Ascendancy at 00:44 see stats
By Raislin the Cornac Bulwark level 23
75th Dusk 122nd year of Ascendancy at 01:18 see stats
By Raislin the Cornac Bulwark level 35
8th Pyre 123rd year of Ascendancy at 17:59 see stats
By Raislin the Cornac Bulwark level 32
77th Regrowth 123rd year of Ascendancy at 08:21 see stats
By Raislin the Cornac Bulwark level 36
17th Pyre 123rd year of Ascendancy at 13:39 see stats
By Raislin the Cornac Bulwark level 33
2nd Pyre 123rd year of Ascendancy at 10:12 see stats
By Raislin the Cornac Bulwark level 28
48th Haze 122nd year of Ascendancy at 05:37 see stats
By Raislin the Cornac Bulwark level 32
62nd Regrowth 123rd year of Ascendancy at 23:34 see stats
By Raislin the Cornac Bulwark level 14
27th Dusk 122nd year of Ascendancy at 07:25 see stats
By Raislin the Cornac Bulwark level 18
68th Dusk 122nd year of Ascendancy at 17:30 see stats
By Raislin the Cornac Bulwark level 29
70th Haze 122nd year of Ascendancy at 14:05 see stats
By Raislin the Cornac Bulwark level 34
2nd Pyre 123rd year of Ascendancy at 22:31 see stats
By Raislin the Cornac Bulwark level 24
4th Haze 122nd year of Ascendancy at 06:21 see stats
By Raislin the Cornac Bulwark level 10
6th Mirth 122nd year of Ascendancy at 16:30 see stats
By Raislin the Cornac Bulwark level 20
70th Dusk 122nd year of Ascendancy at 05:58 see stats
By Raislin the Cornac Bulwark level 30
71st Haze 122nd year of Ascendancy at 01:26 see stats
By Raislin the Cornac Bulwark level 32
70th Regrowth 123rd year of Ascendancy at 13:32 see stats
By Raislin the Cornac Bulwark level 32
73rd Regrowth 123rd year of Ascendancy at 12:30 see stats
By Raislin the Cornac Bulwark level 29
56th Haze 122nd year of Ascendancy at 05:45 see stats
By Raislin the Cornac Bulwark level 32
71st Regrowth 123rd year of Ascendancy at 06:17 see stats
By Raislin the Cornac Bulwark level 13
6th Flare 122nd year of Ascendancy at 05:47 see stats
By Raislin the Cornac Bulwark level 31
56th Regrowth 123rd year of Ascendancy at 22:08 see stats
By Raislin the Cornac Bulwark level 31
1st Decay 122nd year of Ascendancy at 14:26 see stats
By Raislin the Cornac Bulwark level 20
70th Dusk 122nd year of Ascendancy at 14:51 see stats
By Raislin the Cornac Bulwark level 36
27th Pyre 123rd year of Ascendancy at 17:45 see stats
By Raislin the Cornac Bulwark level 21
74th Dusk 122nd year of Ascendancy at 02:00 see stats
Log
Warmaster Gnarg uses Windblade.
Raislin hits Iceblock for 9 lightning, 16 acid (24 total damage).
Warmaster Gnarg hits Raislin for (262 shifted), 0 physical (0 total damage).
Orc blood mage casts Rune: Acid Wave.
Warmaster Gnarg feels pain again.
Orc blood mage hits Raislin for (65 to ice), 97 acid (97 total damage).
Raislin deactivates Daunting Presence.
A wave of icy water erupts from the ground!
Warmaster Gnarg casts Rune: Lightning.
Warmaster Gnarg goes into a killing frenzy.
Raislin hits Iceblock for 9 lightning, 16 acid (24 total damage).
Warmaster Gnarg hits Raislin for (129 shifted), 0 lightning, (26 to ice), 40 physical (40 total damage).
Orc blood mage casts Rune: Heat Beam.
Raislin forces the iceblock to shatter.
Raislin is free from the ice.
Raislin hits Iceblock for 73 physical, 11 lightning, 19 acid (101 total damage).
Warmaster Gnarg uses Pride of the Orcs.
Warmaster Gnarg has regained its confidence.
Warmaster Gnarg misses Raislin.
Warmaster Gnarg receives 190 healing from Pride of the Orcs.
Orc blood mage casts Soul Rot.
Orc blood mage's spell attains critical power!
Talent Block is ready to use.
Raislin receives 87 healing.
Orc high cryomancer casts Phase Door.
Warmaster Gnarg misses Raislin.
Orc blood mage roars triumphantly.
Saving game...