











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Thalore |
Class | Bulwark |
Level / Exp | 19 / 92% |
Size | medium |
Lifes / Deaths | Killed by Lwkal at level 19 on the 30th Haze 122nd year of Ascendancy at 03:16 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 58 (base 35) |
Dexterity | 22 (base 12) |
Constitution | 54 (base 45) |
Magic | 8 (base 10) |
Willpower | 45 (base 17) |
Cunning | 15 (base 10) |
Resources
Life | 1/806 |
Stamina | 12/252 |
Equilibrium | 30 |
Healing Factor | 1.5297803169826 |
Regeneration | 18.43385281964 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
See Invisible | 9 |
Offense: Mainhand
Damage | 84 |
Accuracy | 27 |
Crit Chance | 6% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +22% |
Acid | +6% |
Light | +6% |
Cold | +18% |
Mind | +6% |
Arcane | +3% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Acid | +25% |
Light | +40% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 50.08934837382 (81.151787968034%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 40 |
Physical Save | 47 |
Spell Save | 35 |
Mental Save | 30 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 17%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 23%( 70%) |
All | + 15%( 70%) |
Lightning | + 42%( 70%) |
Light | + 15%( 70%) |
Temporal | + 23%( 70%) |
Fire | + 30%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Disarm Resistance | 29% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Silence Resistance | 20% |
Pinning Resistance | 41% |
Poison Resistance | 0% |
Knockback Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 166 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 157 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 failed to protect the lost defiler from death by Isyvena the deformed wolf. Escort: lost defiler (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Strength by +5. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. 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.' * You've found the needed sandworm tooth. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of wight ectoplasm. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed red crystal shard. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | 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 | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +5 Wil Changes damage: +9% lightning / +18% cold Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +14 (+7 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Mindpower: +10 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +6 Changes stats: +4 Dex Changes resistances: +6% lightning Teleport immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life Light radius: +7 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +20 (+10 eff.) Fatigue: +4% Changes resistances: +10% cold Changes resistances penetration: +20% light Allows you to breathe in: water Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects when hit in melee: * 18 arcane resource burn Changes stats: +8 Str / +3 Wil / +2 Con Talent mastery: +0.20 Technique / Grappling Spell save: +10 (+5 eff.) Disarm immunity: +29% Life regen: +4.00 Stamina each turn: +1.20 Maximum stamina: +11.00 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 | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 45 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 36. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +3 Dex / +3 Wil / +5 Con Changes resistances: +26% lightning Changes damage: +13% lightning Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 20% chance to reduce damage dealt by 18% Damage when hit (Melee): 2 darkness Changes stats: +4 Str / +1 Con Changes resistances penetration: +15% darkness Changes damage: +6% mind See invisible: +9 Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% fire / +10% temporal Changes damage: +6% light Spell save: +3 (+1 eff.) Pinning immunity: +21% Knockback immunity: +21% Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 22 Damage (Melee): +11 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil One-handed war axes. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% Changes resistances: +12% acid Changes resistances penetration: +5% mind Life regen: +0.80 Healing mod.: +11% A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.0 - 38.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +72 Damage (radius 1) on hit: +12 acid When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 10% chance to reduce armor by 9% Damage when hit (Melee): 8 acid / 2 light Changes resistances penetration: +20% light Changes damage: +6% acid Talent granted: +1 Block Maximum life: +66.00 Handheld deflection devices. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +12 (+4 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +5% arcane / +15% fire Changes resistances penetration: +25% acid Changes damage: +3% arcane / +6% fire Life regen: +3.00 Maximum life: +27.00 Healing mod.: +12% A suit of armour made of metal plates. |
Inventory
![]() Rimeimmortal Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag / +4 Wil Changes resistances penetration: +10% blight / +25% cold / +10% arcane Spellpower on spell critical (stacks up to 3 times): +10 Damage Shield penetration: +20% Amulets make your neck look great! |
![]() steel mace 'Mumas' (23-32 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Physical power: +10 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 48% Changes stats: +3 Con Changes resistances: +3% nature / +4% physical Spell save: +3 (+1 eff.) Blunt and deadly. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() Requires: - Massive armour training - Strength 22 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +5% acid / +6% cold Allows you to breathe in: water A suit of armour made of metal plates. |
![]() Requires: - Shield usage training - Strength 24 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +75 When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 6% chance to reduce all saves and defense by 22 Effects when hit in melee: * 10% chance to reduce all saves and defense by 22 Talent granted: +1 Block Handheld deflection devices. |
![]() flaming steel shield (0 def, 4 armour, 14-17 power, 40 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (radius 1) on hit: +12 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 6 fire Talent granted: +1 Block Handheld deflection devices. |
![]() quiver of ash arrows (14/14, 22-31 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.5 - 31.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 14 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 164 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 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. |
![]() 0.00 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 Lwkal the Thalore Bulwark level 14
11st Dusk 122nd year of Ascendancy at 13:21 see stats
By Lwkal the Thalore Bulwark level 15
39th Dusk 122nd year of Ascendancy at 00:36 see stats
By Lwkal the Thalore Bulwark level 14
23rd Dusk 122nd year of Ascendancy at 22:17 see stats
By Lwkal the Thalore Bulwark level 19
10th Haze 122nd year of Ascendancy at 14:28 see stats
By Lwkal the Thalore Bulwark level 10
8th Mirth 122nd year of Ascendancy at 18:41 see stats
By Lwkal the Thalore Bulwark level 18
71st Dusk 122nd year of Ascendancy at 18:38 see stats
By Lwkal the Thalore Bulwark level 8
4th Mirth 122nd year of Ascendancy at 17:14 see stats
By Lwkal the Thalore Bulwark level 17
42nd Dusk 122nd year of Ascendancy at 20:05 see stats
Log
The Fragmented Essence of Harkor'Zun hits Lwkal for (14 flat reduction), 0 physical, (2 flat reduction), 0 mind, (8 flat reduction), 0 physical, (11 flat reduction), 0 mind (0 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 7 acid, 2 darkness, 0 arcane, 2 light, 7 acid, 2 darkness, 0 arcane, 2 light (21 total damage).
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Lwkal uses Block.
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 7 acid, 2 darkness, 0 arcane, 2 light, 7 acid, 2 darkness, 0 arcane, 2 light (21 total damage).
The Fragmented Essence of Harkor'Zun hits Lwkal for (16 blocked), 0 physical, (2 flat reduction), 0 mind, (9 blocked), 0 physical, (5 flat reduction), 0 mind (0 total damage).
Lwkal is confused and fails to use Attack.
The Fragmented Essence of Harkor'Zun uses Dual Strike.
Lwkal shrugs off the effect 'Stunned'!
The Fragmented Essence of Harkor'Zun hits Lwkal for (11 flat reduction), 0 physical, (5 flat reduction), 0 mind, (22 flat reduction), 0 physical, (5 flat reduction), 0 mind (0 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 7 acid, 2 darkness, 0 arcane, 2 light, 7 acid, 2 darkness, 0 arcane, 2 light (21 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 7 acid, 2 darkness, 0 arcane, 2 light, 7 acid, 2 darkness, 0 arcane, 2 light (21 total damage).
The Fragmented Essence of Harkor'Zun hits Lwkal for (15 flat reduction), 0 physical, (2 flat reduction), 0 mind, (8 flat reduction), 0 physical, (5 flat reduction), 0 mind (0 total damage).
Storm drake hatchling hits Lwkal for (7 flat reduction), 0 physical (0 total damage).
Melee retaliation hits Storm drake hatchling for 8 acid, 2 darkness, 0 arcane, 2 light (13 total damage).
Lwkal misses The Fragmented Essence of Harkor'Zun.
The Fragmented Essence of Harkor'Zun hits Lwkal for (16 flat reduction), 0 physical, (2 flat reduction), 0 mind, (10 flat reduction), 0 physical, (11 flat reduction), 0 mind (0 total damage).
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 7 acid, 2 darkness, 0 arcane, 2 light, 7 acid, 2 darkness, 0 arcane, 2 light (21 total damage).
The Fragmented Essence of Harkor'Zun performs a melee critical strike against Lwkal!
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 7 acid, 2 darkness, 0 arcane, 2 light, 7 acid, 2 darkness, 0 arcane, 2 light (21 total damage).
The Fragmented Essence of Harkor'Zun hits Lwkal for (22 flat reduction), 0 physical, (2 flat reduction), 0 mind, (9 flat reduction), 0 physical, (5 flat reduction), 0 mind (0 total damage).
Storm drake hatchling hits Lwkal for (7 flat reduction), 0 physical (0 total damage).
Melee retaliation hits Storm drake hatchling for 8 acid, 2 darkness, 0 arcane, 2 light (13 total damage).
Lwkal is less vulnerable.
Lwkal seems more focused.
Lwkal stops regenerating health quickly.
Lwkal the level 19 thalore bulwark suffocated to death on level 2 of Tempest Peak.