Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Bulwark |
Level / Exp | 11 / 58% |
Size | medium |
Lifes / Deaths | Killed by Emossra the mean looking elven guard at level 11 on the 15th Dusk 122nd year of Ascendancy at 22:17 / 1 |
Primary Stats
Strength | 27 (base 19) |
Dexterity | 40 (base 16) |
Constitution | 35 (base 34) |
Magic | 10 (base 10) |
Willpower | 16 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | 0/447 |
Stamina | 127/160 |
Healing Factor | 1.3916660017318 |
Regeneration | 7.3062465090919 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
Offense: Mainhand
Damage | 36 |
Accuracy | 41 |
Crit Chance | 12% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Light | +10% |
Lightning | +33% |
Cold | +16% |
All | 0% |
Defense: Base
Armour (hardiness) | 31.08934837382 (81.151787968034%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 33 |
Physical Save | 25 |
Spell Save | 23 |
Mental Save | 26 |
Defense: Resistances
Lightning | + 38%( 70%) |
Acid | + 7%( 70%) |
Light | + 45%( 70%) |
Temporal | + 16%( 70%) |
Darkness | + 17%( 70%) |
Arcane | + 11%( 70%) |
Cold | + 29%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 10% |
Bleed Resistance | 100% |
Confusion Resistance | 22% |
Fear Resistance | 100% |
Stun Resistance | 20% |
Poison Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 155 damage for 3 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
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: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed green worm. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Bariragrim (0 def, 1 armour) Bariragrim (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +16% temporal / +3% light / +3% cold / +5% arcane Disarm immunity: +10% A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.40 to 94.21 lightning damage (62.80 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | Belysera the Crackleorder (0 def, 2 armour) Belysera the Crackleorder (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 acid Damage when hit (Melee): 2 cold Changes stats: +3 Dex Changes resistances: +7% acid Changes damage: +3% acid / +3% cold / +12% lightning Life regen: +5.00 Stamina each turn: +0.80 Maximum stamina: +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Gunodogen [power 116] (2/15 cooldown) Gunodogen [power 116] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +6 Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Changes stats: +1 Dex Infravision radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | savior's copper ring of lightning (+22%) savior's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great! |
On fingers | copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Confusion immunity: +22% Rings make your fingers look great! |
Around neck | Rimewend the copper amulet Rimewend the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +12% light / +11% darkness Blindness immunity: +40% Stun/Freeze immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
In main hand | Isinn the iron waraxe (18-25 power, 2 apr) Isinn the iron waraxe (18-25 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +2 Changes resistances: +6% darkness Physical save: +3 (+2 eff.) Healing mod.: +10% One-handed war axes. |
Around waist | rough leather belt 'Rimewire' rough leather belt 'Rimewire'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Defense: +10 (+5 eff.) Changes stats: +2 Str / +3 Dex / +4 Cun / +1 Con Changes damage: +3% cold Mental crit. chance: +5% A belt that goes around your waist. |
In off hand | Strikebait the iron shield (0 def, 2 armour, 8-9 power, 19 block) Strikebait the iron shield (0 def, 2 armour, 8-9 power, 19 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +19 Damage (Melee): +4 lightning When wielded/worn: Armour: +2 Fatigue: +8% Changes stats: +1 Cun / +1 Wil Changes resistances: +16% cold Talent granted: +1 Block Mental save: +9 (+4 eff.) Maximum hate: +4.00 Handheld deflection devices. |
Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | iron plate armour of spell shielding (0 def, 7 armour) iron plate armour of spell shielding (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +6% arcane Spell save: +11 (+6 eff.) A suit of armour made of metal plates. |
Inventory
copper amulet 'Sparkransom' copper amulet 'Sparkransom'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% acid / +3% cold / +6% nature / +3% lightning Changes damage: +9% lightning Amulets make your neck look great! |
iron longsword (11-15 power, 2 apr) iron longsword (11-15 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming iron mace of massacre (16-22 power, 2 apr)flaming iron mace of massacre (16-22 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (radius 1) on hit: +5 fire Blunt and deadly. |
iron mace of crippling (13-18 power, 2 apr) iron mace of crippling (13-18 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +5.0% Blunt and deadly. |
thought-forged iron mace of erosion (12-18 power, 2 apr) thought-forged iron mace of erosion (12-18 power, 2 apr)Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 15 Damage (Melee): +5 nature / +6 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Blunt and deadly. |
Layona the Tempestshaper (12-18 power, 2 apr) Layona the Tempestshaper (12-18 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 darkness Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +4 darkness Damage against: +5% Living When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +15% darkness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots 'Porytta' (0 def, 1 armour)pair of rough leather boots 'Porytta' (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 arcane Changes resistances: +6% temporal Changes damage: +9% temporal Maximum mana: +40.00 Spellpower: +5 (+5 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Urthublek the iron helm (0 def, 3 armour)Urthublek the iron helm (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Changes stats: +3 Dex Changes resistances: +9% blight Changes resistances penetration: +5% mind / +15% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stralite mail armour of clarity (4 def, 8 armour) stralite mail armour of clarity (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes resistances: +6% mind Mental save: +12 (+6 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Duvigar (8 def, 6 armour)Duvigar (8 def, 6 armour) Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Fatigue: +6% Changes stats: +2 Cun / +1 Wil Mental save: +13 (+6 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Maximum hate: +4.00 Spellpower: +15 (+10 eff.) A suit of armour made of leather. |
iron plate armour (0 def, 7 armour) iron plate armour (0 def, 7 armour)Requires: - Massive armour training - Strength 22 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% A suit of armour made of metal plates. |
iron shield (0 def, 2 armour, 10-13 power, 24.5 block) iron shield (0 def, 2 armour, 10-13 power, 24.5 block)Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.5 - 12.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +24 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
3 agate 3 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Activation costs 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) Activation costs 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. |
focusing elm totem of thorny skin [power 15] (2/20 cooldown) focusing elm totem of thorny skin [power 15] (2/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
soothing elm totem of healing [power 116] (2/15 cooldown) soothing elm totem of healing [power 116] (2/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 37. Natural totems are made by powerful wilders to store nature power. |
4 ametrine 4 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. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nzy the Skeleton Bulwark level 10
7th Dusk 122nd year of Ascendancy at 09:06 see stats
By Nzy the Skeleton Bulwark level 5
7th Mirth 122nd year of Ascendancy at 19:18 see stats
By Nzy the Skeleton Bulwark level 9
1st Flare 122nd year of Ascendancy at 07:40 see stats
Log
Emossra the mean looking elven guard uses Telekinetic Smash.
Nzy shrugs off the effect 'Stunned'!
Melee retaliation hits Emossra the mean looking elven guard for 4 cold, 4 cold (8 total damage).
Emossra the mean looking elven guard hits Nzy for 7 physical, 5 acid, 5 fire, 8 light, 8 fire, 5 lightning, 14 physical, 4 cold, 5 acid, 5 fire, 8 light, 8 fire, 5 lightning (89 total damage).
Nzy hits Emossra the mean looking elven guard for 18 lightning damage.
Melee retaliation hits Emossra the mean looking elven guard for 4 cold damage.
Emossra the mean looking elven guard's Beyond the Flesh hits Nzy for 21 physical, 4 cold, 5 acid, 5 fire, 8 light, 8 fire, 5 lightning (58 total damage).
Nzy hits Emossra the mean looking elven guard for 26 physical, 4 acid, 16 light (45 total damage).
Melee retaliation hits Emossra the mean looking elven guard for 4 cold damage.
Emossra the mean looking elven guard hits Nzy for 9 physical, 5 acid, 5 fire, 8 light, 8 fire, 5 lightning (41 total damage).
Nzy hits Emossra the mean looking elven guard for 18 lightning damage.
Melee retaliation hits Emossra the mean looking elven guard for 4 cold damage.
Emossra the mean looking elven guard's Beyond the Flesh hits Nzy for 27 physical, 4 cold, 5 acid, 5 fire, 8 light, 8 fire, 5 lightning (64 total damage).
Nzy hits Emossra the mean looking elven guard for 34 physical, 4 acid, 16 light (54 total damage).
Melee retaliation hits Emossra the mean looking elven guard for 4 cold damage.
Emossra the mean looking elven guard hits Nzy for 9 physical, 5 acid, 5 fire, 8 light, 8 fire, 5 lightning (41 total damage).
Nzy hits Emossra the mean looking elven guard for 18 lightning damage.
Melee retaliation hits Emossra the mean looking elven guard for 4 cold damage.
Emossra the mean looking elven guard's Beyond the Flesh hits Nzy for 19 physical, 4 cold, 5 acid, 5 fire, 8 light, 8 fire, 5 lightning (56 total damage).
Nzy wears (replacing Eye of the Dreaming One): Gunodogen [power 116] (15 cooldown).
Emossra the mean looking elven guard uses Bleeding Edge.
Melee retaliation hits Emossra the mean looking elven guard for 4 cold damage.
Emossra the mean looking elven guard hits Nzy for 7 physical, 5 acid, 5 fire, 8 light, 8 fire, 5 lightning (39 total damage).
Nzy hits Emossra the mean looking elven guard for 18 lightning damage.
Melee retaliation hits Emossra the mean looking elven guard for 4 cold damage.
Emossra the mean looking elven guard's Beyond the Flesh hits Nzy for 23 physical, 4 cold, 5 acid (32 total damage).
Nzy the level 11 skeleton bulwark was scalded to death by Emossra the mean looking elven guard on level 1 of Rhaloren Camp.