











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 22 / 7% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 56 (base 51) |
| Dexterity | 22 (base 19) |
| Constitution | 43 (base 38) |
| Magic | 14 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 748/756 |
| Stamina | 178/178 |
| Healing Factor | 1.2397742564935 |
| Regeneration | 11.985575864888 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 50 |
| Crit Chance | 9% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Mind | +17% |
| Light | +13% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 93.091274199554 (89.749889547741%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 37 |
| Physical Save | 34 |
| Spell Save | 42 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 28%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 24%( 70%) |
| Physical | + 15%( 70%) |
| Temporal | + 24%( 70%) |
| Lightning | + 24%( 70%) |
| Mind | + 32%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 83% |
| Disarm Resistance | 23% |
| Knockback Resistance | 74% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 195 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 439% 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 Cunning stat. |
Class Talents
| Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| beneficial effect | The target is near a protective aura, granting +7 armour and +14 physical save. Protective Aura |
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 successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 1.00). | done |
You failed to protect the lost defiler from death by Poroda the wolf. Escort: lost defiler (level 4 of Old Forest) | failed |
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 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 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. * 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * '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 hummerhorn wing. 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 green worm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed skeleton mage skull. 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 pouch of faeros ash. * You've found the needed xorn fragment. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within4 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Silitta' (0 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +3% nature / +9% cold Changes resistances penetration: +5% mind Spell save: +6 (+2 eff.) Disease immunity: +20% Stun/Freeze immunity: +20% Infravision radius: +2 A pair of boots made of leather. |
| Light source | alchemist's lamp 'Sleetqueen'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Defense: +25 (+8 eff.) Damage when hit (Melee): 10 cold Changes stats: +5 Wil Critical mult.: +18.00% Confusion immunity: +20% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | dwarven-steel gauntlets 'Xeroldanor' (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 14 Damage (Melee): 8 mind Changes stats: +5 Str / +3 Con Changes resistances: +13% mind Changes damage: +5% mind / +9% blight Reduces incoming crit damage: 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. |
| Tool | dwarven-steel torque of gale force 'Swampvice' [power 240] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour: +12 Defense: +30 (+10 eff.) Changes resistances: +3% nature Critical mult.: +10.00% It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 240 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
| On fingers | savage's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) Changes stats: +2 Con Spell save: +12 (+4 eff.) Maximum stamina: +12.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 82% 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. Rings make your fingers look great! |
| Around neck | clarifying copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% mind Confusion immunity: +23% Amulets make your neck look great! |
| In main hand | Alavor the Glarejustice (135% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 136% Range: 1.4x 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% When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% nature / +6% darkness Changes damage: +3% light / +12% mind Critical mult.: +10.00% One-handed war axes. |
| Around waist | hardened leather belt 'Lisomikira'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +15% temporal / +3% blight / +12% fire / +12% acid A belt that goes around your waist. |
| In off hand | Guba the steel shield (10 def, 4 armour, 107% power, 79.5 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 107% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +80 When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 204 physical damage over 5 turns (1/turn) Changes resistances: +3% fire Talent granted: +1 Block Mental save: +12 (+6 eff.) Confusion immunity: +10% Life regen: +4.00 Handheld deflection devices. |
| Cloak | Frigidhunt (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +3% lightning / +3% cold / +5% arcane / +3% fire Changes resistances penetration: +5% cold Spell save: +18 (+6 eff.) Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable steel plate armour of the dragon (0 def, 14 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Fatigue: +22% Changes resistances: +7% acid / +6% physical / +8% cold / +6% lightning / +8% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +23% Stun/Freeze immunity: +24% Knockback immunity: +24% A suit of armour made of metal plates. |
Inventory
movement infusion of the warrior (speed 644%; cd 18)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 644% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 442%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 442% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 234; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 234 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 138; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 138 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 104; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 104 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +2.00 Amulets make your neck look great! |
warrior's steel amulet of mastery (0.12 Technique / Combat training)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Talent mastery: +0.12 Technique / Combat training Stamina each turn: +0.20 Amulets make your neck look great! |
GlitterusherInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +24% lightning Changes resistances penetration: +15% light / +10% cold Changes damage: +12% lightning / +12% cold Light radius: +2 Rings make your fingers look great! |
copper ring 'Blackoath'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes stats: +1 Dex / +1 Mag Changes resistances penetration: +15% mind Disarm immunity: +21% Pinning immunity: +23% Knockback immunity: +23% Maximum life: +21.00 Light radius: +1 Infravision radius: +3 Rings make your fingers look great! |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +21.00 Rings make your fingers look great! |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings make your fingers look great! |
rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
rogue's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +22% cold Changes damage: +11% cold Rings make your fingers look great! |
solipsist's gold ring of darkness (+28%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances: +28% darkness Changes damage: +14% darkness Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
plaguebringer's dwarven-steel battleaxe of the mystic (141% power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 142% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 8 Damage (Melee): +13 blight When wielded/worn: Changes stats: +3 Mag / +5 Wil Disease immunity: +14% Spellpower: +7 (+6 eff.) Massive two-handed battleaxes. |
Belyta (133% power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +7% Living When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Changes stats: +4 Dex Critical mult.: +5.00% Stamina each turn: +3.00 Blunt and deadly. |
Rainsage the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +9% lightning / +1% physical / +3% temporal Changes damage: +6% nature Critical mult.: +7.00% Mental save: +9 (+4 eff.) A belt that goes around your waist. |
rough leather belt 'Bekor'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Damage when hit (Melee): 4 temporal Changes resistances penetration: +5% physical Changes damage: +3% physical Physical save: +9 (+4 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
rough leather belt 'Ravenquill'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 12% Damage when hit (Melee): 2 darkness Changes resistances: +3% darkness / +3% temporal Maximum life: +30.00 Light radius: +1 A belt that goes around your waist. |
Magmagrit (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 39% Changes stats: +1 Dex Changes resistances: +12% lightning / +3% acid Changes resistances penetration: +10% fire Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zanuneg the Torchripper (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +12% temporal / +6% fire Changes damage: +3% fire / +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
slimy woollen robe of lightning (+21%) (0 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * 4% chance to slow global speed by 39% * 5 arcane resource burn Changes resistances: +21% lightning / +9% all Changes damage: +14% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Scaldvagrant (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 darkness / 8 fire Changes stats: +7 Lck / +5 Dex Changes damage: +12% darkness / +21% fire Stealth bonus: +8 A pair of boots made of leather. |
pair of dwarven-steel boots 'Kabers' (0 def, 4 armour)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 Con / +5 Wil Changes resistances: +5% arcane / +3% cold Changes resistances penetration: +20% mind / +7% physical Critical mult.: +5.00% Psi when hit: +0.12 Mindpower: +5 (+3 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Frigidvortex' (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 stats: +1 Cun Changes resistances: +3% temporal Physical save: +9 (+4 eff.) Spell save: +3 (+1 eff.) Confusion immunity: +10% Life regen: +2.00 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arekalthochik the hardened leather gloves (20 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +3 Physical power: +15 (+5 eff.) Armour: +2 Defense: +20 (+7 eff.) Damage (Melee): 7 cold Changes stats: +2 Dex / +2 Con Changes resistances: +6% cold Changes damage: +5% cold Maximum stamina: +30.00 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. |
Adalle (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +25 (+9 eff.) Armour penetration: +2 Defense: +1 (+0 eff.) Changes resistances: +9% acid / +3% darkness Reduces incoming crit damage: 5.00% Psi each turn: +0.14 Mindpower: +3 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Beroddatorim the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +1 Wil Changes resistances: +6% fire / +6% cold Changes damage: +3% physical Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Betolravena the Boltjustice (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +27% lightning Changes resistances penetration: +10% lightning / +25% darkness / +10% mind Changes damage: +6% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bleakreek the linen wizard hat (6 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 12% Changes stats: +1 Str Changes resistances: +15% acid Changes resistances penetration: +5% nature Changes damage: +10% acid Stamina each turn: +1.00 Maximum stamina: +10.00 A pointy cloth hat, very wizardly... |
iron helm 'Managohor' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Changes resistances: +6% light / +9% cold / +3% nature / +6% fire / +3% mind / +5% arcane Mindpower: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Charmire' (21 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +21 (+7 eff.) Damage when hit (Melee): 2 fire Changes resistances: +15% fire Changes damage: +10% fire A pointy cloth hat, very wizardly... |
linen wizard hat of lightning (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% lightning Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
Glareweeper (7 def, 20 armour)Requires: - Massive armour training - Strength 60 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +7 (+2 eff.) Fatigue: +22% Changes stats: +3 Cun Changes resistances: +15% blight / +7% physical / +18% nature / +15% cold Changes resistances penetration: +15% light Changes damage: +3% light Physical save: +17 (+7 eff.) Mental save: +20 (+10 eff.) Light radius: +3 A suit of armour made of metal plates. |
cleansing steel plate armour of the deep (0 def, 11 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +7% acid / +5% cold / +11% nature / +12% blight Allows you to breathe in: water A suit of armour made of metal plates. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
41 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. |
2 onyx0.00 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. |
8 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. |
12 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. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
GloomripperInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +5.0% Physical power: +6 (+2 eff.) Changes stats: +2 Str / +7 Wil Changes resistances penetration: +20% darkness Critical mult.: +14.00% Maximum stamina: +10.00 Light radius: +4 Infravision radius: +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +46.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
quick yew totem of healing [power 182] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
7 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. |
warded yew wand of shielding [power 236] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum wards: +2 cold / +2 fire / +2 mind / +2 light Talent granted: +1 Ward It can be used to create a shield absorbing up to 236 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
6 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
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Cornac BulwarkNM the Cornac Bulwark level 20
62nd Dusk 122nd year of Ascendancy at 11:06 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Cornac BulwarkNM the Cornac Bulwark level 8
3rd Summertide 122nd year of Ascendancy at 01:28 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Cornac BulwarkNM the Cornac Bulwark level 21
3rd Haze 122nd year of Ascendancy at 07:19 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Cornac BulwarkNM the Cornac Bulwark level 10
2nd Dusk 122nd year of Ascendancy at 14:05 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Cornac BulwarkNM the Cornac Bulwark level 20
54th Dusk 122nd year of Ascendancy at 22:08 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Cornac BulwarkNM the Cornac Bulwark level 7
78th Pyre 122nd year of Ascendancy at 07:10 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Cornac BulwarkNM the Cornac Bulwark level 18
49th Dusk 122nd year of Ascendancy at 09:16 see stats
Log
You gain 3.98 gold from the transmogrification of enlightening steel mail armour (2 def, 6 armour).
You gain 3.57 gold from the transmogrification of dwarven-steel helm of sanctity (0 def, 4 armour).
You gain 2.94 gold from the transmogrification of temporal hardened leather gloves of strength (+3) (0 def, 2 armour).
You gain 4.89 gold from the transmogrification of spiritwalker's hardened leather belt of carrying.
You gain 1.25 gold from the transmogrification of steel waraxe of projection (105% power, 3 apr).
You gain 2.98 gold from the transmogrification of arcing dwarven-steel waraxe of paradox (118% power, 4 apr).
You gain 3.00 gold from the transmogrification of potent yew magestaff of might (127% power, 4 apr, fire element).
You gain 4.15 gold from the transmogrification of earthen yew vilestaff of illumination (120% power, 4 apr, darkness element).
You gain 4.75 gold from the transmogrification of blighted yew magestaff (120% power, 4 apr, fire element).
You gain 4.75 gold from the transmogrification of hardened leather sling of enduring.
You gain 10.07 gold from the transmogrification of enhanced hardened leather sling of piercing.
You gain 2.59 gold from the transmogrification of nature's thorny mindstar of life (94% power, 24 apr, mind damage).
You gain 3.90 gold from the transmogrification of hateful dwarven-steel mace of daylight (129% power, 4 apr).
You gain 2.57 gold from the transmogrification of acidic steel longsword of daylight (112% power, 3 apr).
You gain 5.32 gold from the transmogrification of mage-hunter's yew longbow of dexterity (+5).
You gain 2.50 gold from the transmogrification of Poltergeist's Corpsebow.
You gain 11.95 gold from the transmogrification of Amundur the ash longbow.
You gain 7.36 gold from the transmogrification of elemental dwarven-steel greatsword of shearing (140% power, 2 apr).
You gain 4.55 gold from the transmogrification of truestriking dwarven-steel greatmaul of projection (152% power, 2 apr).
You gain 6.33 gold from the transmogrification of plaguebringer's steel greatmaul of phasing (132% power, 15 apr).
You gain 5.23 gold from the transmogrification of plaguebringer's dwarven-steel greatmaul of massacre (162% power, 2 apr).
You gain 25.00 gold from the transmogrification of Poltergeist's Tirakai's Maul (139% power, 6 apr).
You gain 15.22 gold from the transmogrification of Firelord the steel dagger (107% power, 17 apr).
You gain 14.47 gold from the transmogrification of Archue the steel dagger (101% power, 8 apr).
You gain 1.50 gold from the transmogrification of dwarven-steel battleaxe of projection (136% power, 2 apr).
You gain 0.75 gold from the transmogrification of steel amulet of willpower (+3).
You gain 1.00 gold from the transmogrification of stormshield rune (threshold 0; blocks 2; dur 4; cd 15).
You gain 2.28 gold from the transmogrification of shielding rune of the psychic (absorb 330; dur 5; cd 15).
You gain 1.00 gold from the transmogrification of wild infusion (res 15%; mental; dur 3; cd 14).
There is a previous level here (press '' or right click to use).






















































































