Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 23 / 65% |
Size | huge |
Lifes / Deaths | Killed by Vorudawen the skeleton archer at level 23 on the 9th Allure 123rd year of Ascendancy at 19:01 / 1 |
Primary Stats
Strength | 52 (base 48) |
Dexterity | 28 (base 23) |
Constitution | 40 (base 40) |
Magic | 10 (base 10) |
Willpower | 15 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -215/1238 |
Stamina | 5/128 |
Healing Factor | 1.3542857142857 |
Regeneration | 138.09312314839 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 13.843738619919 |
See Invisible | 13.843738619919 |
Offense: Mainhand
Damage | 71 |
Accuracy | 50 |
Crit Chance | 15% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Cold | +21% |
All | 0% |
Offense: Damage Penetration
Physical | +8% |
Defense: Base
Armour (hardiness) | 43.98976098726 (93.924050632911%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 8 |
Physical Save | 34 |
Spell Save | 10 |
Mental Save | -23 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 24%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 33%( 70%) |
All | + 15%( 70%) |
Lightning | + 29%( 70%) |
Light | + 33%( 70%) |
Physical | + 21%( 70%) |
Mind | + 18%( 70%) |
Fire | + 21%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 10% |
Confusion Resistance | 20% |
Stun Resistance | 81% |
Disarm Resistance | 46% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 40 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -464 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1009 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 676% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Battle tactics | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
detrimental effect | The target is on fire, taking 45.20 fire damage per turn. Burning |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
detrimental effect | The target's armour and saves are broken, reducing them by 31. Sunder Armour |
beneficial effect | The target has 33 increased life regeneration. Recovery |
beneficial effect | A flow of life spins around the target, regenerating 61.60 life per turn. Regeneration |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
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 lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Xevea the hornet swarm. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by Xanuma the great wolf. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by armoured skeleton warrior. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Shade. | done |
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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed warg claw. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
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 | pair of hardened leather boots 'Neyalamnir' (0 def, 5 armour) pair of hardened leather boots 'Neyalamnir' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Armour: +5 Changes resistances: +12% light Physical save: +9 (+5 eff.) Only die when reaching: -40.00 life A pair of boots made of leather. |
Light source | Neryma NerymaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Cut immunity: +10% Confusion immunity: +20% Life regen: +2.00 Maximum life: +62.00 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 | hardened leather cap 'Freezebile' (0 def, 3 armour) hardened leather cap 'Freezebile' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 38% Changes resistances: +3% acid / +8% nature / +9% light / +5% arcane Changes damage: +3% cold Spell save: +5 (+5 eff.) Maximum life: +42.00 Healing mod.: +14% A cap made of leather. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. The set is complete. When wielded/worn: Physical power: +10 (+4 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 (+5 eff.) Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 53.56 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | yew totem of healing 'Chamymnir' [power 230] (9/15 cooldown) yew totem of healing 'Chamymnir' [power 230] (9/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +3% cold Disease immunity: +10% Only die when reaching: -20.00 life Maximum life: +100.00 It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 44. * Gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 123.73 You won the Ring of Blood trial, and this is your reward. |
On fingers | steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +25.00 Rings can have magical properties. |
Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 12/35) : Effective talent level: 2.0 Power cost: 35 out of 12/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 151 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | truestriking steel waraxe of crippling (112% power, 3 apr) truestriking steel waraxe of crippling (112% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Physical crit. chance: +7.0% Changes resistances penetration: +8% physical One-handed war axes. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. The set is complete. When wielded/worn: Armour: +4 Fatigue: -20% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | iron shield 'Porutha' (0 def, 2 armour, 100% power, 58.5 block) iron shield 'Porutha' (0 def, 2 armour, 100% power, 58.5 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 101% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.5% Block value: +58 When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +10% blight / +11% nature / +3% mind Talent granted: +1 Block Maximum life: +80.00 Handheld deflection devices. |
Cloak | resilient linen cloak of implacability (1 def, 0 armour) resilient linen cloak of implacability (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Physical save: +5 (+3 eff.) Mental save: +7 (+7 eff.) Only die when reaching: -50.00 life Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel plate armour 'Quenchtyphoon' (0 def, 9 armour) steel plate armour 'Quenchtyphoon' (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Effects on melee hit: * 20% chance to reduce armor by 15% Damage when hit (Melee): 10 acid / 6 cold Changes resistances: +8% acid / +7% physical / +8% cold / +7% lightning / +7% fire Changes damage: +6% acid / +18% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +26% Stun/Freeze immunity: +24% Knockback immunity: +23% A suit of armour made of metal plates. |
Inventory
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Ashbait AshbaitCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +11 (+4 eff.) Changes stats: +10 Str / +9 Con Changes resistances: +6% blight / +3% lightning Mental save: +6 (+6 eff.) Confusion immunity: +21% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. DazzleknaveDazzleknave Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+3 eff.) Changes resistances: +9% cold Changes damage: +24% temporal / +12% light / +5% all Spellpower: +5 (+5 eff.) Mindpower: +8 (+4 eff.) Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel battleaxe of massacre (135% power, 2 apr)steel battleaxe of massacre (135% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 136% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. balanced iron greatsword of massacre (128% power, 1 apr)balanced iron greatsword of massacre (128% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 128% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+5 eff.) Disarm immunity: +34% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of paradox (144% power, 2 apr)dwarven-steel greatsword of paradox (144% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 145% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 temporal When wielded/worn: Changes resistances: +10% temporal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Silulle (120% power, 4 apr, physical element)Silulle (120% power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Str / +2 Mag / +3 Cun / +5 Con Changes damage: +20% physical Talent granted: +1 Command Staff Life regen: +0.50 Spellpower: +15 (+12 eff.) Spell crit. chance: +11% Healing mod.: +16% Staves designed for wielders of magic, by the greats of the art. |
rough leather belt 'Samegrim' rough leather belt 'Samegrim'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Armour: +2 Changes stats: +5 Con Maximum life: +33.00 Maximum stamina: +20.00 A belt that goes around your waist. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+2 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% nature Changes damage: +10% nature Spell save: +6 (+6 eff.) Maximum life: +40.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +6% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
This item will automatically be transmogrified when you leave the level. heroic hardened leather gloves of spellstriking (0 def, 6 armour)heroic hardened leather gloves of spellstriking (0 def, 6 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Damage (Melee): 7 arcane Changes stats: +4 Mag / +5 Wil Changes resistances: +5% arcane Changes damage: +5% arcane Mental save: +11 (+11 eff.) Maximum life: +41.00 Spellpower: +6 (+6 eff.) 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. |
This item will automatically be transmogrified when you leave the level. polar dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)polar dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 cold Changes stats: +3 Dex Changes resistances: +6% cold Changes damage: +4% cold 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. |
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel mail armour of cold resistance (3 def, 8 armour)enlightening dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Changes resistances: +15% cold Mental save: +12 (+12 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening cured leather armour of stability (6 def, 4 armour)enlightening cured leather armour of stability (6 def, 4 armour) Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+4 eff.) Fatigue: +7% Changes stats: +3 Cun / +3 Wil Changes resistances: +6% physical Physical save: +12 (+6 eff.) Mental save: +11 (+11 eff.) A suit of armour made of leather. |
agate 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. |
183 alchemist agate 183 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. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns 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. |
2 amethyst 2 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. |
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 Block Busta the Cornac Bulwark level 13
22nd Dusk 122nd year of Ascendancy at 16:58 see stats
By Block Busta the Cornac Bulwark level 22
39th Haze 122nd year of Ascendancy at 13:14 see stats
By Block Busta the Cornac Bulwark level 10
5th Mirth 122nd year of Ascendancy at 21:36 see stats
By Block Busta the Cornac Bulwark level 20
4th Haze 122nd year of Ascendancy at 18:08 see stats
By Block Busta the Cornac Bulwark level 13
4th Dusk 122nd year of Ascendancy at 18:50 see stats
By Block Busta the Cornac Bulwark level 10
8th Mirth 122nd year of Ascendancy at 22:15 see stats
By Block Busta the Cornac Bulwark level 13
37th Dusk 122nd year of Ascendancy at 06:53 see stats
By Block Busta the Cornac Bulwark level 23
3rd Allure 123rd year of Ascendancy at 06:23 see stats
By Block Busta the Cornac Bulwark level 19
2nd Haze 122nd year of Ascendancy at 13:35 see stats
Log
Talent Last Stand is ready to use.
Gyra the skeleton warrior's Beyond the Flesh hits Block Busta for (41 blocked), 0 physical, (24 blocked), 0 light, (8 blocked), 0 fire, (15 blocked), 0 physical (0 total damage).
Burning from Vorudawen the skeleton archer hits Block Busta for (36 blocked), 0 fire (0 total damage).
Vorudawen the skeleton archer hits Block Busta for (107 blocked), 0 fire (0 total damage).
Melee retaliation hits Gyra the skeleton warrior for (2 to psi shield), 2 acid, 4 cold (6 total damage).
Gyra the skeleton warrior uses Stunning Blow.
Block Busta is stunned!
Melee retaliation hits Gyra the skeleton warrior for (2 to psi shield), 2 acid, 4 cold (6 total damage).
Gyra the skeleton warrior hits Block Busta for (75 blocked), 0 physical, (24 blocked), 0 light, (15 blocked), 0 physical (0 total damage).
Block Busta performs a melee critical strike against Gyra the skeleton warrior!
Gyra the skeleton warrior shrugs off Block Busta's 'Cripple'!
Block Busta HEALS from nature damage!
Block Busta receives 1 healing from Bloodcaller.
Melee retaliation hits Block Busta for 6 nature, 2 healing (6 total damage) [2 healing].
Block Busta hits Gyra the skeleton warrior for (24 to psi shield), 35 physical (35 total damage).
Skeleton master archer shoots!
Vorudawen the skeleton archer casts Invoke Darkness.
Vorudawen the skeleton archer's spell attains critical power!
Gyra the skeleton warrior's Beyond the Flesh hits Block Busta for 43 physical, 21 light, 7 fire, 12 physical (83 total damage).
Vorudawen the skeleton archer hits Block Busta for 310 darkness damage.
Melee retaliation hits Gyra the skeleton warrior for (1 to psi shield), 1 acid, 2 cold (3 total damage).
Block Busta the level 23 cornac bulwark was swallowed by the void to death by Vorudawen the skeleton archer on level 1 of Ruined halfling complex.
Block Busta stops regenerating health quickly.
Block Busta deactivates Daunting Presence.
Block Busta is not stunned anymore.
Block Busta has finished recovering.
Block Busta deactivates Shield Wall.
Block Busta's armour is more intact.
Block Busta stops burning.