












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 | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Bulwark |
| Level / Exp | 19 / 89% |
| Size | small |
| Lifes / Deaths | Killed by worm that walks at level 12 on the 1st Flare 122nd year of Ascendancy at 21:26 0 / 6Killed by worm that walks at level 13 on the 4th Flare 122nd year of Ascendancy at 00:24 Killed by worm that walks at level 18 on the 74th Dusk 122nd year of Ascendancy at 06:27 Killed by Urkis, the High Tempest at level 19 on the 28th Haze 122nd year of Ascendancy at 00:14 Killed by Urkis, the High Tempest at level 19 on the 28th Haze 122nd year of Ascendancy at 00:27 Killed by Andinam the halfling at level 19 on the 41st Haze 122nd year of Ascendancy at 21:47 |
Primary Stats
| Strength | 60 (base 47) |
| Dexterity | 33 (base 12) |
| Constitution | 61 (base 44) |
| Magic | 17 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -2/825 |
| Stamina | 84/174 |
| Healing Factor | 1.3349470706754 |
| Regeneration | 5.6735250503704 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 28.155423598945 |
| See Invisible | 41.155423598945 |
Offense: Mainhand
| Damage | 108 |
| Accuracy | 44 |
| Crit Chance | 9% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Blight | +7% |
| Cold | +3% |
| All | 0% |
| Darkness | +36% |
| Light | +14% |
| Lightning | +18% |
| Fire | +15% |
| Nature | +11% |
Offense: Damage Penetration
| Lightning | +20% |
| Acid | +12% |
| Blight | +15% |
| Mind | +15% |
| Fire | +5% |
| Nature | +12% |
Defense: Base
| Armour (hardiness) | 38.723073231957 (96.438666929426%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 36 |
| Physical Save | 46 |
| Spell Save | 28 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 38%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 20%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 26%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 26% |
| Teleport Resistance | 20% |
| Disarm Resistance | 41% |
| Instadeath Resistance | 100% |
| Blind Resistance | 14% |
Inscriptions (4/4)
| 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 291 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous 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 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 165 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| 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: 3 lightning, 4 physical, 4 temporal, 4 nature, 5 mind |
Class Talents
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 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 |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Dexterity 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 Horned Horror. * 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 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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: * You've found the needed bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Giriath (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Changes stats: +4 Dex / +7 Mag / +2 Wil / +4 Con Changes damage: +8% acid / +7% blight Disease immunity: +32% Spellpower: +4 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | quiver of yew arrows 'Hazequeller' (36/36, 51-71 power, 16 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 51.0 - 71.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +13.0% Capacity: 36 Turns elapse between self-loadings: 3 On weapon hit: * 26% chance to reduce all saves and defense by 24 On weapon crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 acid / +14 mind / +16 cold Damage (radius 1) on hit: +12 acid Arrows are used with bows to pierce your foes to death. |
| Light source | Brenirath the DuathelnoonInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +3 Str / +1 Wil Changes resistances: +3% fire Changes damage: +9% darkness Mental save: +8 (+3 eff.) Light radius: +4 See stealth: +8 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Tidewisp (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Dex / +2 Wil / +4 Con Changes resistances: +7% lightning / +6% temporal / +6% nature Changes damage: +3% cold A cap made of leather. |
| On hands | Emamira (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +2 Damage (Melee): 9 fire Changes stats: +8 Str Changes resistances: +7% fire Changes resistances penetration: +15% blight Changes damage: +6% fire Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum vim: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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 | Emaldawyn the Ravenwhisper [power 338] (6/20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes damage: +27% darkness Light radius: +2 It can be used to create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. * Heal for 82. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | DawnvileInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% nature Changes resistances penetration: +15% mind Changes damage: +11% nature / +3% light Mental save: +3 (+1 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Rings make your fingers look great! |
| On fingers | gladiator's steel ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
| Around neck | Zubyratha the ArcpythonInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances: +18% lightning Changes resistances penetration: +20% lightning Changes damage: +18% lightning Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +16 (+6 eff.) Blindness immunity: +14% Stun/Freeze immunity: +26% Infravision radius: +3 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
| In main hand | Charcast (42-58 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +8 acid Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +45 acid / +10 nature When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +10 Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 15% Changes resistances: +3% fire Changes resistances penetration: +12% acid / +5% fire / +12% nature Disarm immunity: +41% Sharp, long, and deadly. |
| Around waist | hardened leather belt 'Stokepride'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Con Changes damage: +6% acid / +9% fire Mental save: +7 (+3 eff.) Hate when firing a critical mind attack: +4.00 Mindpower: +35 (+12 eff.) A belt that goes around your waist. |
| In off hand | Tidesorrow the steel shield (0 def, 4 armour, 14-17 power, 43.5 block)Requires: - Shield usage training - Strength 16 Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +44 Damage (radius 2) on crit: +4 mind When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 2 cold Changes resistances: +9% cold / +10% arcane / +3% mind Talent granted: +1 Block Teleport immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Handheld deflection devices. |
| Cloak | Umbrareek (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 20% * 20% chance to reduce armor by 15% Changes stats: +2 Cun / +2 Dex Changes resistances: +12% cold Life regen: +4.00 Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening iron plate armour of the deep (0 def, 8 armour)Requires: - Massive armour training - Strength 22 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +8 Fatigue: +22% Changes stats: +3 Cun / +3 Wil Changes resistances: +6% acid / +6% cold Allows you to breathe in: water Mental save: +12 (+4 eff.) A suit of armour made of metal plates. |
Inventory
blink rune of the wizard (range 5; phase 14; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Chamokan the Greenoracle (30-43 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Str Changes resistances: +9% nature Changes resistances penetration: +20% nature Reduces incoming crit damage: 15.00% Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Ulfychik (20-28 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Armour: +2 Changes resistances: +3% nature Changes resistances penetration: +7% physical Physical save: +9 (+3 eff.) Blindness immunity: +20% One-handed war axes. |
SunmistressInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Changes resistances: +5% lightning / +5% temporal Changes resistances penetration: +10% mind Light radius: +1 A belt that goes around your waist. |
Tempestclamor (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 Cun / +2 Dex Changes resistances: +3% lightning / +3% temporal / +6% acid Changes resistances penetration: +15% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Jettrial (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +2.0% Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +1 Str Changes resistances: +6% fire / +6% cold Changes damage: +6% physical Critical mult.: +5.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ce'Norevea the Searsquall (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +9 Armour: +2 Fatigue: +3% Changes stats: +3 Cun / +4 Dex Changes resistances: +9% lightning / +3% temporal / +3% darkness Changes resistances penetration: +5% cold Changes damage: +18% fire Spell save: +9 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
stone warden's rough leather gloves of archery (0 def, 6 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Armour: +6 Armour Hardiness: +6% Changes stats: +3 Dex / +3 Cun / +6 Con Changes resistances: +4% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aragamina 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: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce armor by 15% Changes stats: +3 Con Changes resistances: +6% light Changes resistances penetration: +10% blight Knockback immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Frozenquench (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce armor by 15% Changes stats: +1 Cun / +4 Mag Changes resistances penetration: +20% cold Reduces incoming crit damage: 15.00% Life regen: +3.70 Stamina each turn: +1.00 Infravision radius: +2 A suit of armour made of leather. |
windwalling steel shield of the stars (0 def, 4 armour, 13-16 power, 36.5 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +36 Damage (Melee): +12 physical / +10 light / +11 darkness When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +3 Mag / +1 Wil / +2 Cun Changes resistances: +12% physical / +10% light / +11% darkness Changes damage: +12% light / +11% darkness Talent granted: +1 Block Slows Projectiles: +10% Bonus block near projectiles: +13 Handheld deflection devices. |
8 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. |
236 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 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. |
6 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Betowen the iron pickaxe (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +6 Fatigue: -5% Changes stats: +4 Str / +1 Dex Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
MucushuntCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +6% acid / +5% arcane Changes damage: +6% acid Light radius: +6 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. |
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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Dairorelach the dwarven-steel torque of psionic shield [power 81] (6/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +6 Wil Changes resistances: +3% mind Hate when firing a critical mind attack: +1.00 Mindpower: +10 (+4 eff.) It can be used to setup a psionic shield, reducing all damage taken by 81 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 54. * Reduce 2 talent cooldowns by 2. * Increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Glacierhunger' [power 110] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Changes resistances penetration: +20% cold Maximum stamina: +10.00 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of stinging [power 170] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 189 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Ulygolin' [power 260] (6/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +3 Dex / +8 Con Only die when reaching: -60.00 life Maximum stamina: +20.00 It can be used to sting an enemy dealing 289 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
15 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. |
9 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. |
5 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. |
9 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
Exterminator
Killed 1000 creatures.By Astrugar the Halfling Bulwark level 17
41st Dusk 122nd year of Ascendancy at 18:38 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Astrugar the Halfling Bulwark level 19
31st Haze 122nd year of Ascendancy at 11:25 see stats
Level 10
Got a character to level 10.By Astrugar the Halfling Bulwark level 10
6th Mirth 122nd year of Ascendancy at 17:03 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Astrugar the Halfling Bulwark level 18
46th Dusk 122nd year of Ascendancy at 07:27 see stats
The Arena
Unlocked Arena mode.By Astrugar the Halfling Bulwark level 12
1st Summertide 122nd year of Ascendancy at 09:34 see stats
The Rat Lich
Killed the terrible Rat Lich.By Astrugar the Halfling Bulwark level 19
30th Haze 122nd year of Ascendancy at 17:48 see stats
The secret city
Discovered the truth about mages.By Astrugar the Halfling Bulwark level 9
4th Mirth 122nd year of Ascendancy at 10:03 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Astrugar the Halfling Bulwark level 17
40th Dusk 122nd year of Ascendancy at 21:58 see stats
Log
Deep Wound from Andinam the halfling hits Astrugar for 43 physical damage.
Astrugar activates Last Stand.
Astrugar uses Repulsion.
Andinam the halfling tries to evade attacks.
Andinam the halfling's armor corrodes!
Andinam the halfling is weakened by the darkness!
Andinam the halfling is dazed!
Ryol the halfling evades Astrugar.
Ryol the halfling is dazed!
Andinam the halfling uses Fan of Knives.
Astrugar hits Andinam the halfling for 142 physical, 0 arcane, 12 fire (155 total damage).
Andinam the halfling is not dazed anymore.
Melee retaliation hits Andinam the halfling for 2 cold, 2 arcane, 2 cold, 2 arcane, 2 cold, 2 arcane, 2 cold, 2 arcane, 2 cold, 2 arcane (20 total damage).
Andinam the halfling's Fan of Knives hits Astrugar for 27 physical damage.
Andinam the halfling's Fan of Knives hits Astrugar for 28 physical damage.
Andinam the halfling's Fan of Knives hits Astrugar for 26 physical damage.
Andinam the halfling's Fan of Knives hits Astrugar for 7 physical damage.
Andinam the halfling's Fan of Knives hits Astrugar for 25 physical damage.
Ryol the halfling is no longer evading attacks.
Talent Block is ready to use.
Deadly Poison from Andinam the halfling hits Astrugar for 28 nature damage.
Deep Wound from Andinam the halfling hits Astrugar for 34 physical damage.
You are unable to move!
Astrugar deactivates Last Stand.
Poison bursts out of Astrugar's corpse!
Astrugar's deep wound closes.
Deadly Poison from Andinam the halfling hits Astrugar for 28 nature damage.
Astrugar the level 19 halfling bulwark was splurged to death by Andinam the halfling on level 1 of Ambush!.


















































































