











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 24 / 84% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 24 on the 21st Dusk 123rd year of Ascendancy at 21:20 / 1 |
Primary Stats
Strength | 54 (base 45) |
Dexterity | 26 (base 12) |
Constitution | 58 (base 54) |
Magic | 19 (base 10) |
Willpower | 20 (base 10) |
Cunning | 34 (base 10) |
Resources
Life | -5/1021 |
Stamina | 71/213 |
Healing Factor | 1.7801339505269 |
Regeneration | 41.20325182165 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 6 |
See Invisible | 11 |
Offense: Mainhand
Damage | 82 |
Accuracy | 45 |
Crit Chance | 13% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 26 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +14% |
Light | +12% |
Nature | +14% |
Physical | +8% |
Lightning | +10% |
All | 0% |
Offense: Damage Penetration
Blight | +20% |
Lightning | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 45.292304923968 (87.807182003187%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 27 |
Physical Save | 45 |
Spell Save | 47 |
Mental Save | 23 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 18%( 70%) |
All | + 13%( 70%) |
Darkness | + 70%( 70%) |
Light | + 48%( 70%) |
Temporal | + 27%( 70%) |
Physical | + 18%( 70%) |
Lightning | + 24%( 70%) |
Mind | + 18%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Pinning Resistance | 29% |
Knockback Resistance | 25% |
Disarm Resistance | 28% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 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 -649 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1297 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 687% 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 Willpower stat. |
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 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Superiority | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 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. | 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 failed to protect the lost defiler from death by midge swarm. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by Gina the bandit. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 |
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. * 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. * You've found the needed wretchling eyeball. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. 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 vial of wight ectoplasm. * You've found the needed pouch of faeros ash. * '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.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 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 | ![]() 3.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: Stats Cun +2, Dex +2 defense ------ Armor +4 Fatigue +3% Life Regen +2.00 Healmod +12% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: defense ------ Armor +6 Defense +5 (+2 eff.) Resistance +20% darkness, +6% mind Mind save +9 (+5 eff.) Life +55.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +3% nature On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Armor +4 Fatigue +4% Resistance +3% lightning, +22% light +3% acid, +5% arcane +18% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Str +4, Dex +3, Cun +4 defense ------ Armor +2 Resistance +12% acid, +4% physical +5% arcane, +6% cold Physical save +17 (+6 eff.) Life +40.00 Life Regen +4.00 other ------- Cooldown Double Strike -1 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. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +3% nature defense ------ Resistance +9% blight, +5% arcane +3% light, +3% acid Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 248 physical damage Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage by 14% for 2 turns. 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats Mag +3, Cun +5, Con +2 offense ------ Spellpower +8 (+4 eff.) Ignore resists +20% blight defense ------ Resistance +2% physical Spell save +11 (+3 eff.) Life +20.00 Disarm Resist +28% Pinning Resist +29% Knockbk Resist +25% other ------- Max stamina +19.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats Str +4, Wil +4 offense ------ Damage +8% nature, +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego++] Nature While equipped: Stats Con +2 defense ------ Physical save +6 (+2 eff.) Life +30.00 Life Regen +2.00 Blind Resist +10% other ------- Infravision +3 Sight +2 See Invisibility +5 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 mace 1H weapon [Ego+] Arcane Weapon Damage 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * Create an explosion dealing 43 lightning damage (1/turn) While equipped: Stats Mag +3, Wil +1 offense ------ Spellpower +6 (+3 eff.) Damage +10% lightning Ignore resists +6% lightning Blunt and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats Str +1, Dex +4, Wil +2 defense ------ Resistance +10% lightning, +5% temporal +6% light, +5% arcane other ------- Infravision +3 See Invisibility +6 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 30.5 - 36.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +131 On-hit +13 light, +12 darkness While equipped: Stats Cun +3, Mag +3 offense ------ Damage +12% light, +14% darkness defense ------ Armor +8 Fatigue +8% Resistance +10% light, +14% darkness other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+4 eff.) Resistance +13% darkness, +11% temporal Physical save +7 (+3 eff.) Out-of-Phase Defense +12 Out-of-Phase Resistance +12% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T3 heavy armor [Ego++] Nature While equipped: Stats Wil +3 defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +14% blight, +18% darkness Life +40.00 Life Regen +3.00 Healmod +14% other ------- Light +1 A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 425% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +10 nature On-Hit, radius 1 +12 darkness While equipped: offense ------ Damage +12% darkness Ignore resists +10% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 * 20% chance to reduce damage dealt by 14% defense ------ Resistance +6% nature Sharp, short and deadly. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego] Master Weapon Damage 47.5 - 76.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +10 (+3 eff.) defense ------ Defense +13 (+6 eff.) Disarm Resist +39% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Arcane Weapon Damage 37.0 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +13 cold On Hit: 20% Curse of Vulnerability level 3 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Con +3 offense ------ Physical Power +10 (+3 eff.) Ignore resists +7% physical defense ------ Disarm Resist +17% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +12 acid While equipped: offense ------ Mind Crit +2% Critical power +10.00% Spellpower +20 (+10 eff.) Mindpower +4 (+2 eff.) Damage +4% nature, +3% cold Ignore resists +20% arcane defense ------ Resistance +4% blight Disease Resist +12% other ------- Max mana +40.00 Talents +1 Attune Mindstar 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. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +9 (+5 eff.) Damage +19% lightning, +6% acid Ignore resists +20% acid, +25% cold +10% lightning On-Hit (Melee): * 20% chance to reduce armor by 25% defense ------ Resistance +9% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature/Master While equipped: Stats Con +4 offense ------ Damage +8% nature defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +11% all Physical save +18 (+6 eff.) Poison Resist +26% Disease Resist +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +6 Fatigue +3% Mind save +9 (+5 eff.) Life +45.00 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. |
![]() 17.0 Encumbrance T3 massive armor [Rare] Nature While equipped: offense ------ Damage +6% acid Ignore resists +5% cold On-Hit (Melee): * 20% chance to reduce armor by 25% defense ------ Armor +11 Fatigue +22% Resistance +19% acid, +10% physical +9% cold, +8% lightning +9% fire Disarm Resist +24% Stun Resist +22% Knockbk Resist +23% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T2 shield armor [Rare] Psionic When used to Attack: Weapon Damage 10.0 - 12.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +39 While equipped: Stats Mag +1 offense ------ Spell Crit +2% Spellpower +10 (+5 eff.) Damage +12% arcane On-Hit (Melee): * 7% chance to reduce all saves and defense by 16 When Hit: * 16% chance to reduce all saves and defense by 16 defense ------ Armor +4 Fatigue +8% Spell save +12 (+4 eff.) other ------- Max vim +30.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Rare] Nature When used to Attack: Weapon Damage 26.0 - 31.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +76 On-crit, radius 2 +4 light While equipped: Stats Mag +3, Con +1 offense ------ On-Hit 10 cold When Hit 4 ice defense ------ Armor +6 Fatigue +8% Resistance +9% cold Crit Resistance 15.00% other ------- Infravision +2 Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +3 defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Critical power +20.00% Physical Power +5 (+1 eff.) defense ------ Life +44.00 other ------- Stamina/turn +1.00 Max stamina +20.00 Light +4 See Invisibility +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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 189 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: defense ------ Armor +4 Defense +25 (+12 eff.) Resistance +5% arcane Healmod +20% Disarm Resist +10% Stun Resist +10% Fire a magical bolt dealing 170 acid damage Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Doraon the Cornac Bulwark level 21
31st Pyre 123rd year of Ascendancy at 17:46 see stats
By Doraon the Cornac Bulwark level 16
28th Dusk 122nd year of Ascendancy at 06:28 see stats
By Doraon the Cornac Bulwark level 19
37th Regrowth 123rd year of Ascendancy at 12:57 see stats
By Doraon the Cornac Bulwark level 10
8th Mirth 122nd year of Ascendancy at 11:19 see stats
By Doraon the Cornac Bulwark level 20
57th Regrowth 123rd year of Ascendancy at 23:11 see stats
By Doraon the Cornac Bulwark level 18
29th Haze 122nd year of Ascendancy at 09:51 see stats
By Doraon the Cornac Bulwark level 17
36th Dusk 122nd year of Ascendancy at 13:19 see stats
By Doraon the Cornac Bulwark level 18
78th Haze 122nd year of Ascendancy at 22:29 see stats
By Doraon the Cornac Bulwark level 15
3rd Dusk 122nd year of Ascendancy at 18:44 see stats
Log
Doraon uses Infusion: Healing.
Doraon receives 331 healing from Infusion: Healing.
Doraon uses Infusion: Regeneration.
Doraon starts regenerating health quickly.
Talent Vitality is ready to use.
Talent Block is ready to use.
Urkis, the High Tempest receives 20 healing from Temporal Restoration Field.
Thunderstorm hits Doraon for 33 lightning damage.
Ultimate gwelgoroth's Shock hits Doraon for 73 lightning damage.
Hurricane from Ultimate gwelgoroth hits Urkis, the High Tempest for 0 lightning damage.
Hurricane from Ultimate gwelgoroth hits Doraon for 52 lightning damage.
Something hits Doraon for 90 lightning damage.
Doraon is dazed!
Urkis, the High Tempest casts Shock.
Urkis, the High Tempest's Shock hits Doraon for 183 lightning damage.
Doraon uses Block.
Doraon is not dazed anymore.
Doraon has recovered!
Talent Infusion: Movement is ready to use.
Talent Shield Slam is ready to use.
Urkis, the High Tempest receives 20 healing from Temporal Restoration Field.
Thunderstorm hits Doraon for (35 blocked), 0 lightning (0 total damage).
Hurricane from Urkis, the High Tempest hits Doraon for (98 blocked), 0 lightning (0 total damage).
Doraon shrugs off Urkis, the High Tempest's 'Dazed'!
Doraon uses his dwarven-steel torque of gale force 'Gorequeller'!
Doraon hits Urkis, the High Tempest for 199 physical damage.
Something hits Doraon for 191 lightning damage.
Doraon the level 24 cornac bulwark was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.