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 | 15 / 30% |
Size | medium |
Lifes / Deaths | Killed by thought-forged bowman at level 15 on the 14th Dusk 122nd year of Ascendancy at 06:18 / 1 |
Primary Stats
Strength | 47 (base 41) |
Dexterity | 43 (base 31) |
Constitution | 12 (base 12) |
Magic | 10 (base 10) |
Willpower | 27 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | 1/525 |
Stamina | 59/184 |
Healing Factor | 1.0191526171258 |
Regeneration | 0.25478815428145 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 54 |
Accuracy | 41 |
Crit Chance | 10% |
APR | 18 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 15 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Fire | +14% |
All | 0% |
Offense: Damage Penetration
Acid | +9% |
Lightning | +15% |
Nature | +8% |
Defense: Base
Armour (hardiness) | 38.723073231957 (96.438666929426%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 37 |
Physical Save | 28 |
Spell Save | 25 |
Mental Save | 37 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 5%( 70%) |
Physical | + 6%( 70%) |
Cold | + 36%( 70%) |
All | 0%( 70%) |
Lightning | + 15%( 70%) |
Temporal | + 3%( 70%) |
Mind | + 9%( 70%) |
Fire | + 27%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Bleed Resistance | 100% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Stun Resistance | 20% |
Poison Resistance | 100% |
Disarm Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 309 damage for 4 turns. Its effects scale with your Strength 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: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
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 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
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. | 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 | pair of iron boots 'Urtholach' (0 def, 3 armour) pair of iron boots 'Urtholach' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Mental save: +12 (+5 eff.) Silence immunity: +10% Disarm immunity: +10% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Muckdeath' brass lantern 'Muckdeath'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% nature / +6% acid Changes damage: +3% fire Maximum life: +46.00 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. |
On head | Morningonslaught the rough leather cap (0 def, 1 armour) Morningonslaught the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +7 Wil Changes resistances: +5% blight / +6% nature / +6% acid Spell save: +3 (+1 eff.) Mental save: +6 (+3 eff.) Light radius: +1 A cap made of leather. |
On hands | Flamewrought (0 def, 2 armour) =2k= Flamewrought (0 def, 2 armour) =2k=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 39.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | 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 (+4 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 23/25) : Effective talent level: 3.0 Power cost: 20 out of 23/25. 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 7 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. |
On fingers | Scorpionshaper the copper ring =3k= Scorpionshaper the copper ring =3k=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +3 Cun Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +20.00 Spellpower: +5 (+5 eff.) Spell crit. chance: +1% Rings make your fingers look great! |
Around neck | steel amulet 'Stormguile' steel amulet 'Stormguile'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 9 Damage when hit (Melee): 4 lightning Changes stats: +2 Wil Changes resistances: +6% physical Physical save: +10 (+5 eff.) Spell save: +11 (+5 eff.) Mental save: +12 (+5 eff.) Stamina each turn: +0.30 Amulets make your neck look great! |
In main hand | steel waraxe 'Sparkstone' (22-31 power, 3 apr) steel waraxe 'Sparkstone' (22-31 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 18 Damage (radius 2) on crit: +14 acid / +8 lightning / +4 mind / +15 nature When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Damage when hit (Melee): 6 fire Changes stats: +3 Dex Changes resistances penetration: +9% acid / +8% nature / +15% lightning Changes damage: +6% fire Combat speed: +10% One-handed war axes. |
Around waist | Nerelle the Skybrand Nerelle the SkybrandCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +3% temporal / +7% fire / +6% nature / +6% cold Confusion immunity: +20% Maximum life: +20.00 A belt that goes around your waist. |
In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | murderer's linen cloak (1 def, 0 armour) =2k= murderer's linen cloak (1 def, 0 armour) =2k=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Turab the iron plate armour (0 def, 7 armour) Turab the iron plate armour (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +3% lightning / +15% cold / +9% mind / +21% acid Changes damage: +3% mind A suit of armour made of metal plates. |
Inventory
Rune of Reflection (--) Rune of Reflection (--)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: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 150 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Betherin BetherinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 19% Changes stats: +3 Wil Changes resistances: +13% mind Confusion immunity: +23% Infravision radius: +1 See invisible: +6 Amulets make your neck look great! |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet of strength (+3) cleansing copper amulet of strength (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% nature / +11% blight Poison immunity: +20% Disease immunity: +20% Amulets make your neck look great! |
grounding copper amulet of constitution (+2) =2c= grounding copper amulet of constitution (+2) =2c=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
Islanor the Glitterraider =3c= Islanor the Glitterraider =3c=Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (radius 1) on hit: +4 light When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +3 Con Changes resistances: +6% blight / +6% cold / +12% nature Talent mastery: +0.30 Wild-gift / Fungus It can be used to regenerate 66 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
creative thorny mindstar of balance (8-9 power, 24 apr, nature damage) =3k= creative thorny mindstar of balance (8-9 power, 24 apr, nature damage) =3k=Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +3 (+2 eff.) Equilibrium when hit: +0.50 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Relgatar the Pitchsorrow (10-12 power, 2 apr, temporal element) =4c= Relgatar the Pitchsorrow (10-12 power, 2 apr, temporal element) =4c=Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 15% Damage when hit (Melee): 2 darkness Changes stats: +4 Con Changes resistances: +3% fire / +3% cold Changes resistances penetration: +10% acid Changes damage: +10% temporal Talent granted: +1 Command Staff Life regen: +0.50 Spellpower: +7 (+6 eff.) Spell crit. chance: +1% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Emelethra the Floeguile =6phys= Emelethra the Floeguile =6phys=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +5 (+1 eff.) Defense: +9 (+4 eff.) Damage when hit (Melee): 4 temporal Changes damage: +6% physical / +3% cold Stealth bonus: +5 A belt that goes around your waist. |
Glakira the rough leather belt =10pen= Glakira the rough leather belt =10pen=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +5 (+2 eff.) Changes stats: +1 Str Changes resistances: +2% physical Changes resistances penetration: +10% acid / +10% physical Physical save: +6 (+3 eff.) Only die when reaching: -20.00 life Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
insulating rough leather belt of the giants insulating rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes resistances: +5% fire / +6% cold Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Adelrassra' =4c= rough leather belt 'Adelrassra' =4c=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Con Physical save: +9 (+5 eff.) Mental save: +6 (+3 eff.) Knockback immunity: +10% Life regen: +0.60 Only die when reaching: -20.00 life Infravision radius: +1 Healing mod.: +12% A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Glith the pair of rough leather boots (0 def, 1 armour) =3k= Glith the pair of rough leather boots (0 def, 1 armour) =3k=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Dex / +6 Wil / +3 Cun Changes resistances: +6% mind Changes resistances penetration: +10% mind Changes damage: +3% mind Physical save: +5 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) A pair of boots made of leather. |
Scaldpain (0 def, 1 armour) Scaldpain (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to slow global speed by 44% * 10 arcane resource burn Damage when hit (Melee): 4 cold Changes stats: +7 Lck / +4 Dex Changes resistances: +6% temporal Changes resistances penetration: +5% fire Stealth bonus: +6 A pair of boots made of leather. |
Tarramas the pair of rough leather boots (30 def, 3 armour) =3c= Tarramas the pair of rough leather boots (30 def, 3 armour) =3c=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +30 (+13 eff.) Changes stats: +2 Str / +3 Con Changes resistances penetration: +5% blight Critical mult.: +10.00% Spell save: +6 (+3 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour) grounding pair of rough leather boots of tirelessness (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% lightning / +6% temporal Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
pair of iron boots 'Zynarigas' (0 def, 5 armour) =2c= pair of iron boots 'Zynarigas' (0 def, 5 armour) =2c=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Fatigue: +2% Changes stats: +2 Con Changes resistances: +6% fire / +6% cold Physical save: +9 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Olondil the Glintpiety (0 def, 1 armour) Olondil the Glintpiety (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Changes stats: +2 Dex Changes resistances: +6% light / +3% fire Reduces incoming crit damage: 5.00% Light radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of dexterity (+2) (0 def, 1 armour) rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +1 Changes stats: +2 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Chillweeper the rough leather cap (0 def, 1 armour) Chillweeper the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce all saves and defense by 18 Damage when hit (Melee): 4 acid Changes resistances: +10% darkness / +3% cold / +9% mind / +10% light Changes damage: +3% mind A cap made of leather. |
Chillwitch (1 def, 0 armour) Chillwitch (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 acid Changes resistances: +9% lightning / +6% cold / +9% darkness Changes damage: +6% acid Psi each turn: +0.12 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Daimoblek the Naturewyrd (0 def, 1 armour) =3k= Daimoblek the Naturewyrd (0 def, 1 armour) =3k=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 nature Changes stats: +3 Cun / +3 Wil Changes damage: +3% nature / +15% mind Equilibrium when hit: +0.04 Mindpower: +4 (+2 eff.) A cap made of leather. |
Emelyrinn the Dayreek (1 def, 0 armour) Emelyrinn the Dayreek (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Defense: +1 (+0 eff.) Changes resistances: +5% arcane / +16% cold Changes damage: +9% arcane / +11% cold Critical mult.: +5.00% Only die when reaching: -40.00 life Light radius: +1 A pointy cloth hat, very wizardly... |
Splendourgrind (1 def, 0 armour) =12mind= Splendourgrind (1 def, 0 armour) =12mind=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +12% mind Changes resistances penetration: +15% light Changes damage: +3% blight / +12% mind / +3% arcane Vim when firing critical spell: +2.00 Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
Turydir (5 def, 5 armour) =3k= Turydir (5 def, 5 armour) =3k=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 4 acid Changes stats: +3 Cun Changes resistances: +9% fire Teleport immunity: +20% Maximum life: +40.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Cobrabane' (6 def, 0 armour) linen wizard hat 'Cobrabane' (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes resistances: +16% acid / +12% cold Changes damage: +11% acid Reduces incoming crit damage: 5.00% Mental save: +6 (+3 eff.) Knockback immunity: +10% A pointy cloth hat, very wizardly... |
linen wizard hat 'Frozenhue' (1 def, 0 armour) linen wizard hat 'Frozenhue' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +9% acid / +6% cold / +16% nature / +3% light Changes damage: +11% nature A pointy cloth hat, very wizardly... |
Malolentir the iron plate armour (0 def, 7 armour) Malolentir the iron plate armour (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +7 Fatigue: +22% Changes stats: +2 Str / +1 Con Changes resistances: +16% acid Changes resistances penetration: +15% temporal Life regen: +4.00 Healing mod.: +5% A suit of armour made of metal plates. |
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. |
106 alchemist agate 106 alchemist agate0.00 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. |
Nerenne the iron pickaxe (dig speed 37 turns) Nerenne the iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Defense: +20 (+10 eff.) Changes stats: +1 Str Changes resistances: +11% nature / +3% cold / +5% arcane / +3% mind Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Mucusspire' (dig speed 37 turns) =9mind= iron pickaxe 'Mucusspire' (dig speed 37 turns) =9mind=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +3 Wil Changes damage: +3% nature / +9% mind Maximum psi: +10.00 Mindpower: +15 (+7 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 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. |
Isseromitar the Winterspiker Isseromitar the WinterspikerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% light / +12% cold Changes resistances penetration: +5% mind / +5% light Changes damage: +9% cold Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Light radius: +3 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. |
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.(80 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +9 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. |
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 (+2 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. |
innervating elm totem of stinging [power 122] (15 cooldown) innervating elm totem of stinging [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 20% for 2 turns. 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. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nzy the Skeleton Bulwark level 10
1st Flare 122nd year of Ascendancy at 05:51 see stats
By Nzy the Skeleton Bulwark level 5
3rd Mirth 122nd year of Ascendancy at 04:19 see stats
Log
Poregawen the gloomy poison ivy converts some damage to Psi!
Poregawen the gloomy poison ivy's creeping dark hits Nzy for (26 absorbed), 0 darkness (0 total damage).
Nzy hits Bloated ooze for 10 acid, 6 lightning, 10 nature, 1 mind (27 total damage).
Nzy hits Bloated ooze for 10 acid, 6 lightning, 10 nature, 3 mind, 10 acid, 6 lightning, 10 nature, 1 mind (54 total damage).
Nzy hits Poregawen the gloomy poison ivy for 18 to psi, 24 physical, 3 to psi, 4 cold, 20 to psi, 27 physical, 2 to psi, 2 acid, 1 to psi, 2 lightning, 2 to psi, 2 nature, 0 to psi, 0 mind, 23 to psi, 31 physical, 2 to psi, 2 acid, 1 to psi, 1 lightning, 1 to psi, 2 nature, 0 to psi, 0 mind (170 total damage).
Nzy hits Bloated ooze for 10 acid damage.
Thought-forged bowman shoots!
Nzy killed Bloated ooze!
Poregawen the gloomy poison ivy uses Mind Sear.
Your shield crumbles under the damage!
The shield around Nzy crumbles.
Poregawen the gloomy poison ivy strikes Nzy in the darkness (+5% damage).
Poregawen the gloomy poison ivy hits Nzy for (24 absorbed), 172 mind (172 total damage).
Poregawen the gloomy poison ivy's healing nature area effect strikes Nzy in the darkness (+5% damage).
Poregawen the gloomy poison ivy receives 8 healing (8 psi heal) from Nzy.
Poregawen the gloomy poison ivy's healing nature area effect hits Nzy for 17 nature damage.
Thought-forged bowman's Shoot hits Nzy for 2 physical damage.
Talent Vitality is ready to use.
Poregawen the gloomy poison ivy's creeping dark hits Nzy for 26 darkness damage.
Thought-forged bowman shoots!
Nzy casts Rune: Blink.
Nzy is out of phase.
Poregawen the gloomy poison ivy uses Dream Walk.
Talent Bone Armour is ready to use.
Thought-forged bowman uses Crippling Shot.
Poregawen the gloomy poison ivy uses Mind Sear.
Poregawen the gloomy poison ivy hits Nzy for 160 mind damage.
Thought-forged bowman's Crippling Shot hits Nzy for 1 physical damage.
Nzy the level 15 skeleton bulwark was shattered to death by a thought-forged bowman on level 1 of Heart of the Gloom.