
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 21 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by fire wyrm at level 10 on the 9th Mirth 122nd year of Ascendancy at 23:15 0 / 6Killed by Zeya at level 13 on the 45th Dusk 122nd year of Ascendancy at 14:26 Killed by Varsha the Writhing at level 18 on the 10th Haze 122nd year of Ascendancy at 23:03 Killed by skeleton mage at level 20 on the 1st Regrowth 123rd year of Ascendancy at 16:58 Killed by skeleton magus at level 20 on the 1st Regrowth 123rd year of Ascendancy at 17:57 Killed by Borfast the Broken at level 21 on the 12nd Regrowth 123rd year of Ascendancy at 06:55 |
Primary Stats
| Strength | 52 (base 48) |
| Dexterity | 30 (base 24) |
| Constitution | 30 (base 30) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -99/644 |
| Stamina | 64/172 |
| Healing Factor | 1.1592147729954 |
| Regeneration | 10.60235505 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 8 |
| See Stealth | 5 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 58 |
| Crit Chance | 22% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Arcane | +12% |
| Fire | +21% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 47.292304923968 (87.807182003187%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 27 |
| Physical Save | 39 |
| Spell Save | 23 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 35%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 18%( 70%) |
| Physical | + 13%( 70%) |
| Temporal | + 14%( 70%) |
| Darkness | + 26%( 70%) |
| Mind | + 13%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 41% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 3 light, 4 cold, 4 mind |
Class Talents
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by giant crystal rat. Escort: lost defiler (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 Shade. | 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. | 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 mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' 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 honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within19 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 | insulating pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +7 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | rough leather cap 'Eilinavea' (0 def, 3 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% physical ----- def ----- Armour +3 Fatigue +1% Resists +6% lightning +7% temporal Die.at -20.00 life ---------- misc Stam/turn +1.00 A cap made of leather. |
| On hands | Velivea (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane Blind- +20% Disease- +20% Confus- +20% 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 | elm totem of thorny skin [power 15] (6/20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Blind- +21% ---------- misc Infravis +4 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
| On fingers | Tempestshine the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% lightning +20% acid Acc +8 (+3 eff.) Apr +7 On Hit (Melee): * 10% chance to reduce armor by 10% ----- def ----- Defense +7 (+3 eff.) Resists +6% fire Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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. Rings make your fingers look great! |
| Around neck | serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Unseen.red 14% Amulets make your neck look great! |
| In main hand | Unlightdash the stralite waraxe (30-42 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Arcane/Master Power 30.0 - 42.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 blight +13 cold +8 darkness On Hit: 20% Epidemic 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Dmg.mod +12% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Disease- +21% One-handed war axes. |
| Around waist | Phoenixransom1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Dmg.mod +21% fire Melee Ret 2 fire ----- def ----- Resists +6% mind +12% fire Stealth +7 ---------- misc T.Disarm +8 Light +1 Infravis +4 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 22-31 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 22.0 - 30.8 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+3 eff.) Mind.save +5 (+3 eff.) Die.at -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 | hardened steel mail armour of implacability (2 def, 16 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Master While equipped: ----- def ----- Armour +16 Defense +2 (+1 eff.) Fatigue +7% Resists +6% acid +6% physical +6% fire +6% lightning +5% cold Phys.save +5 (+2 eff.) A suit of armour made of mail. |
Inventory
regeneration infusion (heal 176; 15 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 176 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
sneakthief's steel ring of lightning (+26%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +13% lightning Acc +6 (+2 eff.) ----- def ----- Resists +26% lightning Rings make your fingers look great! |
dwarven-steel battleaxe of massacre (40-60 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master Power 40.0 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
dwarven-steel dagger (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
slime-covered steel dagger (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt Power 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 8% chance to slow global speed by 37% Sharp, short and deadly. |
elemental steel longsword of massacre (20-27 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +6% fire Res.pen +5% fire Sharp, long, and deadly. |
vined mindstar (6-7 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+3 eff.) ---------- misc 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. |
caustic hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +13 acid +13 nature While equipped: dps ---------- Res.pen +8% acid +8% nature Apr +9 Slings are used to hurl stones or metal shots at your foes. |
yew starstaff (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful deep-steel trident of massacre (32-50 power, 10 apr)3.0 T3 trident 2H weapon [Ego] Master/Psionic Power 31.5 - 50.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +14 darkness Against +10% Living A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +13 (+6 eff.) Dmg.mod +5% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +4 Fatigue +3% Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
prismatic dwarven-steel plate armour of command (7 def, 16 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Arcane/Psionic While equipped: Stats +1 Cun ----- def ----- Armour +16 Defense +7 (+3 eff.) Fatigue +22% Resists +12% light +10% darkness Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
high-capacity quiver of yew arrows of erosion (41/41, 30-43 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature/Master Power 30.5 - 42.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 41 Ranged+ +17 nature While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows (14/14, 33-46 power, 10 apr)3.0 T3 arrow ammo [Normal] Power 33.0 - 46.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 14 Arrows are used with bows to pierce your foes to death. |
14 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- misc Light +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 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. |
Transmogrification Chest2.0 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. |
13 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Zeya the Cornac Bulwark level 19
9th Decay 122nd year of Ascendancy at 10:47 see stats
Exterminator
Killed 1000 creatures.By Zeya the Cornac Bulwark level 19
30th Haze 122nd year of Ascendancy at 07:20 see stats
Level 10
Got a character to level 10.By Zeya the Cornac Bulwark level 10
9th Mirth 122nd year of Ascendancy at 01:47 see stats
Level 20
Got a character to level 20.By Zeya the Cornac Bulwark level 20
1st Regrowth 123rd year of Ascendancy at 14:42 see stats
Poisonous
Sided with the assassin lord.By Zeya the Cornac Bulwark level 19
12nd Haze 122nd year of Ascendancy at 21:37 see stats
That was close
Killed your target while having only 1 life left.By Zeya the Cornac Bulwark level 15
55th Dusk 122nd year of Ascendancy at 08:31 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Zeya the Cornac Bulwark level 20
1st Regrowth 123rd year of Ascendancy at 17:29 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Zeya the Cornac Bulwark level 18
10th Haze 122nd year of Ascendancy at 02:21 see stats
Log
Zeya is not dazed anymore.
Acid Splash from Borfast the Broken hits Zeya for 3 acid damage.
Poison from Naga myrmidon hits Zeya for 48 nature damage.
Burning from Skeleton magus hits Zeya for 47 fire damage.
Melee retaliation hits Naga myrmidon for 2 fire damage.
Naga myrmidon hits Zeya for 86 physical damage.
Melee retaliation hits Naga myrmidon for 2 fire damage.
Naga myrmidon hits Zeya for 82 physical damage.
Borfast the Broken is weakened by the darkness!
Zeya hits Borfast the Broken for 24 physical, 8 blight, 10 cold, 7 darkness, 0 arcane (50 total damage).
Zeya has finished recovering.
Acid Splash from Borfast the Broken hits Zeya for 3 acid damage.
Poison from Naga myrmidon hits Zeya for 48 nature damage.
Burning from Skeleton magus hits Zeya for 47 fire damage.
Borfast the Broken uses Retch.
Borfast the Broken VOMITS on the ground!
Skeleton magus rearms.
Skeleton magus casts Manathrust.
Umber hulk rearms.
Naga myrmidon stops regenerating health quickly.
Borfast the Broken speeds up in the retch.
Borfast the Broken receives 88 healing from Borfast the Broken's purging blight area effect.
Skeleton magus receives 63 healing from Borfast the Broken's purging blight area effect.
Borfast the Broken's purging blight area effect hits Zeya for 40 blight damage.
Borfast the Broken's purging blight area effect hits Umber hulk for 37 blight damage.
Borfast the Broken's purging blight area effect hits Naga myrmidon for 40 blight damage.
Skeleton magus hits Zeya for 140 arcane damage.
Skeleton magus hits Naga myrmidon for 149 arcane damage.
Zeya the level 21 cornac bulwark was tainted to death by Borfast the Broken and offered to his dark Master on level 2 of Dreadfell.











































































