












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Bulwark |
| Level / Exp | 17 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 13 on the 4th Flare 122nd year of Ascendancy at 01:16 0 / 6Killed by orc soldier at level 13 on the 5th Dusk 122nd year of Ascendancy at 09:30 Killed by grave wight at level 13 on the 6th Dusk 122nd year of Ascendancy at 06:02 Killed by luminous horror at level 17 on the 45th Dusk 122nd year of Ascendancy at 08:47 Killed by Aletta Soultorn at level 17 on the 45th Dusk 122nd year of Ascendancy at 09:26 Killed by Aletta Soultorn at level 17 on the 45th Dusk 122nd year of Ascendancy at 09:58 |
Primary Stats
| Strength | 66 (base 35) |
| Dexterity | 31 (base 27) |
| Constitution | 48 (base 25) |
| Magic | 18 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 5.7793540044428 (base 10) |
Resources
| Life | -45/662 |
| Stamina | 192/192 |
| Healing Factor | 1.4714678899082 |
| Regeneration | 107.70685088104 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 4 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 48 |
| Crit Chance | 2% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Light | +10% |
| Physical | +10% |
| Arcane | +4% |
| Lightning | +6% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Mind | +15% |
| Light | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22.412951273079 (93.924050632911%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 38 |
| Physical Save | 40 |
| Spell Save | 53 |
| Mental Save | -8 |
Defense: Resistances
| Cold | + 15%( 70%) |
| Lightning | + 16%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 11%( 70%) |
| Darkness | + 3%( 70%) |
| Physical | + 16%( 70%) |
| Mind | -17%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | The gloom has stunned the target, reducing damage by 50%, putting 4 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned by the gloom |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | The target is terrified taking 6 mind and darkness damage per turn and increasing all their cooldowns by 46%. Terrified |
| detrimental effect | The target's mental faculties have been severely impaired, making it act randomly each turn (32% chance) and reducing its cunning by 14. Lobotomized (confused) |
| detrimental effect | The target is in despair, reducing their armour, defence, mindsave and mind resist by 29. Despair |
| beneficial effect | The target has 59 increased life regeneration. Recovery |
| detrimental effect | The target is in a state of growing fear. If they spend 2 more turns within range 8 and in sight of the source of this fear (Aletta Soultorn), they will take 33 mind and darkness damage and be subjected to a new fear. Heighten Fear |
| detrimental effect | The target is haunted by a feeling of dread, causing each detrimental mental effect to inflict 15 mind and darkness damage every turn. Haunted |
Quests
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by multi-hued drake hatchling. Escort: repented thief (level 1 of Old Forest) | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | restorative pair of iron boots of rushing (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Str / +3 Con Life regen: +3.00 Healing mod.: +11% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of steel shots 'Earindil' (22/22, 19-22.8 power, 2 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 22 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 13 * 20% chance to knock the target back 3 spaces and deal 78 physical damage Damage (Ranged): +8 blight / +7 physical / +8 fire Damage (radius 2) on crit: +5 fire Shots are used with slings to pummel your foes to death. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(74 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+12 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Lustrecast (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Damage when hit (Melee): 6 light Changes stats: +7 Str / +3 Mag / +3 Wil / +3 Con Changes resistances penetration: +5% light Changes damage: +4% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +20% Light radius: +3 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 | Gilystir [power 2] (40 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical power: +15 (+3 eff.) Defense: +5 (+0 eff.) Effects on melee hit: * 10% chance to reduce armor by 22% Changes stats: +1 Str / +4 Con Only die when reaching: -40.00 life Mental crit. chance: +4% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 40 turns. When used: * Reduce fatigue by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +6 (+1 eff.) Changes stats: +2 Dex Spellpower: +5 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| On fingers | savage's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +11 (+3 eff.) Blindness immunity: +20% Maximum stamina: +12.00 Infravision radius: +4 See stealth: +6 See invisible: +6 Rings can have magical properties. |
| Around neck | restful copper amulet of cunning (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Cun Life regen: +2.00 Amulets can have magical properties. |
| In main hand | Dourweeper the dwarven-steel longsword (31.5-44.1 power, 9 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Changes resistances: +3% lightning / +3% mind Changes damage: +6% darkness Physical save: +3 (+1 eff.) Sharp, long, and deadly. |
| Around waist | GlymitiraInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag / +1 Wil / +3 Con Changes resistances: +7% lightning / +11% temporal / +9% mind Changes resistances penetration: +15% mind A belt that goes around your waist. |
| In off hand | Nightravage (0 def, 6 armour, 27.5-33 power, 78.5 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.5 - 33.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +2 Str / +1 Mag / +4 Wil Changes resistances: +13% physical Changes resistances penetration: +20% light Changes damage: +3% darkness Talent granted: +1 Block Reduces incoming crit damage: 10.00% Handheld deflection devices. |
| Cloak | Hailgash the cashmere cloak (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Damage when hit (Melee): 2 light Changes stats: +2 Str / +3 Con Changes resistances: +15% cold / +3% physical Changes resistances penetration: +5% cold Stamina each turn: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bleakmistress (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Damage when hit (Melee): 4 darkness Changes stats: +3 Str / +1 Dex / +3 Cun Changes resistances: +6% lightning / +3% darkness Changes damage: +6% lightning Maximum life: +26.00 A suit of armour made of metal plates. |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
dwarven-steel dagger 'Blazepower' (17-22.1 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +12 light When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +9 (+1 eff.) Damage when hit (Melee): 10 acid / 4 light Changes stats: +6 Str / +5 Dex / +8 Mag / +5 Wil / +5 Cun / +8 Con Disarm immunity: +24% Sharp, short and deadly. |
Stokerune the ash longbowRequires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +4 mind / +12 fire When wielded/worn: Changes stats: +2 Con / +1 Wil Changes resistances penetration: +10% fire Talent mastery: +0.15 Wild-gift / Fungus Psi when hit: +0.04 Mental crit. chance: +3% It can be used to regenerate 74 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
Bregodedig the Shinepride (13-18.2 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% When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +6 Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Damage when hit (Melee): 4 light Changes stats: +2 Cun Changes resistances: +3% light Changes resistances penetration: +15% light / +5% physical Hate when firing a critical mind attack: +1.00 Blunt and deadly. |
Ashoracle the dwarven-steel waraxe (22-30.8 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +4 light When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +8 Changes resistances: +6% fire / +12% darkness / +6% cold Changes resistances penetration: +7% all One-handed war axes. |
Tidar the steel waraxe (20-28 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 13 arcane resource burn When wielded/worn: Accuracy: +15 (+5 eff.) Damage when hit (Melee): 2 physical Changes stats: +1 Con Changes resistances: +1% physical One-handed war axes. |
arcing iron waraxe of massacre (18-25.2 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 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: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage One-handed war axes. |
Viperstriker the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce armor by 22% Damage when hit (Melee): 2 fire Changes resistances: +6% lightning / +6% temporal / +6% nature / +6% acid A pair of boots made of leather. |
pair of iron boots 'Duvirek' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +25% mind Changes damage: +6% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belugorn the Duathelbrace (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Damage (Melee): 6 fire Changes resistances: +5% fire / +1% physical Changes damage: +6% darkness / +4% fire Physical save: +3 (+1 eff.) Stamina each turn: +3.00 Only die when reaching: -40.00 life 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. |
dwarven-steel gauntlets 'Tuluharafast' (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Fatigue: +3% Damage when hit (Melee): 4 acid Changes stats: +2 Str / +3 Wil Changes damage: +3% mind Physical save: +7 (+2 eff.) Mental save: +15 (+15 eff.) Disarm immunity: +23% Maximum psi: +10.00 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. |
leafwalker's dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +5% nature Spell save: +3 (+1 eff.) Maximum life: +55.00 Healing mod.: +11% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Wrathroot's Barkwood (9 def, 10 armour, 29-40.6 power, 60 block)Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 29.0 - 40.6 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+1 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Samylar the Thundershear (19/19, 35-49 power, 11 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.0 - 49.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +3.0% Capacity: 19 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Travel speed: +200% Damage (Ranged): +12 lightning Damage (radius 1) on hit: +16 acid Arrows are used with bows to pierce your foes to death. |
111 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns 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 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. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 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. |
4 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 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
Level 10
Got a character to level 10.By Greylock the Higher Bulwark level 10
1st Summertide 122nd year of Ascendancy at 14:05 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Greylock the Higher Bulwark level 14
16th Dusk 122nd year of Ascendancy at 14:57 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Greylock the Higher Bulwark level 10
2nd Summertide 122nd year of Ascendancy at 23:39 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Greylock the Higher Bulwark level 16
44th Dusk 122nd year of Ascendancy at 13:03 see stats
Log
Talent Rush is ready to use.
Terrified from Aletta Soultorn hits Greylock for 5 mind, 5 darkness (11 total damage).
Haunted from Aletta Soultorn hits Greylock for 51 mind, 51 darkness (103 total damage).
Greylock is recovering from the damage!
Terrified from Aletta Soultorn hits Greylock for 5 mind, 5 darkness (11 total damage).
Haunted from Aletta Soultorn hits Greylock for 51 mind, 51 darkness (103 total damage).
Aletta Soultorn activates her jeweled diadem!
Greylock higher mental functions have been imparied.
Aletta Soultorn hits Greylock for 105 mind damage.
Greylock is no longer weakened.
Greylock overcomes the gloom
Terrified from Aletta Soultorn hits Greylock for 5 mind, 5 darkness (11 total damage).
Haunted from Aletta Soultorn hits Greylock for 77 mind, 77 darkness (154 total damage).
Greylock succumbs to heightening fears!
Greylock is in despair!
Talent Dig is ready to use.
Talent Block is ready to use.
Heighten Fear from Aletta Soultorn hits Greylock for 27 mind, 28 darkness (55 total damage).
Haunted from Aletta Soultorn hits Greylock for 51 mind, 51 darkness (103 total damage).
Terrified from Aletta Soultorn hits Greylock for 7 mind, 5 darkness (13 total damage).
Greylock is confused and fails to use Shield Wall.
Greylock feels pain again.
Haunted from Aletta Soultorn hits Greylock for 68 mind, 51 darkness (120 total damage).
Terrified from Aletta Soultorn hits Greylock for 7 mind, 5 darkness (13 total damage).
Aletta Soultorn shrieks.
Greylock is stunned with fear!
Saving game...








































































