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 | Female |
Race | Cornac |
Class | Bulwark |
Level / Exp | 20 / 81% |
Size | huge |
Lifes / Deaths | Killed by hg at level 11 on the 1st Summertide 122nd year of Ascendancy at 10:55 0 / 6Killed by fire drake at level 12 on the 35th Haze 122nd year of Ascendancy at 02:59 Killed by fire drake hatchling at level 12 on the 35th Haze 122nd year of Ascendancy at 04:23 Killed by Horned Horror at level 18 on the 5th Regrowth 123rd year of Ascendancy at 07:39 Killed by Horned Horror at level 18 on the 5th Regrowth 123rd year of Ascendancy at 09:17 Killed by shadowblade at level 20 on the 36th Regrowth 123rd year of Ascendancy at 09:49 |
Primary Stats
Strength | 60 (base 47) |
Dexterity | 29 (base 12) |
Constitution | 53 (base 37) |
Magic | 12 (base 10) |
Willpower | 23 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | -36/870 |
Stamina | 140/190 |
Healing Factor | 1.39457841929 |
Regeneration | 15.544183681598 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
See Stealth | 25.097534654637 |
See Invisible | 23.097534654637 |
Offense: Mainhand
Damage | 94 |
Accuracy | 33 |
Crit Chance | 3% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 12 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Blight | +9% |
Physical | +7% |
Cold | +19% |
All | 0% |
Darkness | +3% |
Light | +10% |
Fire | +15% |
Lightning | +3% |
Offense: Damage Penetration
Darkness | +10% |
Fire | +15% |
Light | +10% |
Defense: Base
Armour (hardiness) | 48 (30%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 5 |
Physical Save | 40 |
Spell Save | 31 |
Mental Save | 22 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 13%( 70%) |
Cold | + 67%( 70%) |
All | + 4%( 70%) |
Darkness | + 23%( 70%) |
Light | + 41%( 70%) |
Temporal | + 16%( 70%) |
Lightning | + 45%( 70%) |
Fire | + 55%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Blind Resistance | 31% |
Instadeath Resistance | 100% |
Knockback Resistance | 90% |
Inscriptions (4/4)
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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 242.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Constitution 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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. | active |
Equipment
On feet | Hathikor (0 def, 5 armour) Hathikor (0 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +8 Dex / +8 Wil / +3 Cun / +6 Con Physical save: +7 (+3 eff.) Spell save: +12 (+6 eff.) Mental save: +11 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Yvemira the Shivergrind (0 def, 9 armour) Yvemira the Shivergrind (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 17% Changes resistances: +12% acid / +9% cold Changes damage: +9% acid / +6% cold Infravision radius: +3 A cap made of leather. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. The set is complete. When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 (+4 eff.) Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 143.89 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | Magmawrack the dragonbone totem of healing [power 350] (15 cooldown) Magmawrack the dragonbone totem of healing [power 350] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +6 Str / +2 Dex / +2 Mag Changes resistances: +6% fire Changes damage: +3% lightning / +6% fire It can be used to heal yourself and all friendly characters within 10 spaces for 350 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 23% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | rogue's steel ring of sensing rogue's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Blindness immunity: +31% Infravision radius: +4 See stealth: +7 See invisible: +5 Rings make your fingers look great! |
On fingers | Brenudig BrenudigInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Damage when hit (Melee): 2 acid Changes stats: +2 Dex Changes resistances: +6% blight / +26% cold / +9% nature Changes damage: +13% cold Only die when reaching: -20.00 life Rings make your fingers look great! |
Around neck | Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 165 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | Arasetira the Dawnreeve (28-40 power, 4 apr) Arasetira the Dawnreeve (28-40 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 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% When wielded/worn: Accuracy: +6 (+3 eff.) Damage when hit (Melee): 2 blight Changes stats: +3 Str Changes resistances: +9% lightning / +6% light / +3% blight Changes resistances penetration: +10% light Changes damage: +9% blight / +7% physical Blunt and deadly. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. The set is complete. When wielded/worn: Armour: +4 Fatigue: -20% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | dwarven-steel shield of resistance (0 def, 6 armour, 30-35 power, 88 block) dwarven-steel shield of resistance (0 def, 6 armour, 30-35 power, 88 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +88 When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +5% acid / +6% fire / +7% lightning / +7% cold Talent granted: +1 Block Handheld deflection devices. |
Cloak | elven-silk cloak 'Pitchshear' (3 def, 0 armour) elven-silk cloak 'Pitchshear' (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 6 darkness Changes resistances: +17% acid / +13% temporal / +20% darkness / +16% fire / +14% cold / +17% lightning Changes resistances penetration: +10% darkness / +15% fire Changes damage: +3% darkness / +9% fire Defense after a teleport: +14 Resist all after a teleport: +13% New effects duration reduction after a teleport: +28% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | drakeskin leather armour 'Xeruwen' (20 def, 14 armour) drakeskin leather armour 'Xeruwen' (20 def, 14 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +14 Defense: +20 (+10 eff.) Fatigue: +8% Changes resistances: +6% acid / +25% fire / +3% light Changes damage: +12% acid Stamina each turn: +3.00 A suit of armour made of leather. |
Inventory
rogue's steel ring of the mountain (+10%) rogue's steel ring of the mountain (+10%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +10% physical Changes damage: +10% physical Rings make your fingers look great! |
Eiliniralle (34-54 power, 2 apr) Eiliniralle (34-54 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.0 - 54.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 10% chance to reduce all saves and defense by 16 * 12% chance to reduce strength, dexterity, and constitution by 7 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +17 blight When wielded/worn: Accuracy: +21 (+9 eff.) Changes stats: +2 Str Changes resistances: +6% acid / +2% physical / +3% darkness Changes damage: +9% physical Disease immunity: +21% Massive two-handed swords. |
voratun mace 'Unlightfury' (59-83 power, 6 apr) voratun mace 'Unlightfury' (59-83 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 59.0 - 82.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +6 Mag Changes resistances: +9% darkness Changes damage: +6% darkness Reduces incoming crit damage: 15.00% Light radius: +2 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Starwreath the ash magestaff (15-18 power, 3 apr, arcane element)Starwreath the ash magestaff (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% arcane Changes resistances penetration: +15% light Changes damage: +15% arcane / +3% light Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 56.22 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Ravenfurnace the stralite waraxe (32-45 power, 5 apr) Ravenfurnace the stralite waraxe (32-45 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +20 darkness When wielded/worn: Accuracy: +15 (+7 eff.) Changes stats: +2 Str Changes resistances penetration: +10% mind Changes damage: +6% physical One-handed war axes. |
stralite waraxe 'Cloudserpent' (30-41 power, 5 apr) stralite waraxe 'Cloudserpent' (30-41 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +7 (+3 eff.) Changes stats: +2 Cun / +4 Mag Changes resistances: +12% lightning Changes damage: +18% light Disarm immunity: +36% Infravision radius: +3 One-handed war axes. |
Thunderpyre ThunderpyreCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +9 Defense: +14 (+7 eff.) Changes resistances: +9% lightning / +6% darkness / +3% blight / +9% cold / +3% mind Physical save: +16 (+6 eff.) Only die when reaching: -60.00 life A belt that goes around your waist. |
thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubonor the Scabbane (0 def, 3 armour) Zubonor the Scabbane (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% Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances: +5% lightning / +6% temporal / +6% darkness Changes resistances penetration: +5% darkness / +5% nature Changes damage: +6% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Islylrabeth the cashmere wizard hat (2 def, 4 armour) Islylrabeth the cashmere wizard hat (2 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Armour: +4 Defense: +2 (+1 eff.) Changes damage: +6% acid Stamina each turn: +3.00 Mana each turn: +0.20 Spellpower: +3 (+3 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
rough leather armour 'Chalithel' (13 def, 2 armour) rough leather armour 'Chalithel' (13 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +13 (+6 eff.) Fatigue: +6% Changes resistances: +17% fire / +3% darkness / +9% cold Changes damage: +12% arcane Blindness immunity: +10% Cut immunity: +20% Life regen: +2.00 A suit of armour made of leather. |
Olanik the stralite plate armour (0 def, 22 armour) Olanik the stralite plate armour (0 def, 22 armour)Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 41% Damage when hit (Melee): 2 mind Changes resistances: +9% blight Mental save: +6 (+3 eff.) Mindpower: +20 (+10 eff.) A suit of armour made of metal plates. |
voratun plate armour 'Getuyadar' (11 def, 26 armour) voratun plate armour 'Getuyadar' (11 def, 26 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +11 (+5 eff.) Fatigue: +22% Changes stats: +3 Cun Changes resistances: +10% acid / +7% cold / +22% fire Allows you to breathe in: water Mental save: +17 (+8 eff.) Blindness immunity: +20% Poison immunity: +20% Cut immunity: +10% A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
2 agate 2 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. |
42 alchemist agate 42 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. |
onyx 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. |
7 aquamarine 7 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. |
5 opal 5 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe (dig speed 37 turns) iron pickaxe (dig speed 37 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 40 turns) iron pickaxe of endurance (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet 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 Recall (1/1) 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 Chest 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. |
Elidhewyn the dragonbone totem of summon tentacle [power 330] (25 cooldown) Elidhewyn the dragonbone totem of summon tentacle [power 330] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +3.0% Physical power: +20 (+6 eff.) Defense: +10 (+5 eff.) Changes resistances: +6% acid / +3% physical It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 904 Base Damage: 392 Armor: 24 All Resist: 33 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Hutodar' [power 60] (20 cooldown) dragonbone totem of thorny skin 'Hutodar' [power 60] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +1% physical / +9% nature / +15% light Maximum psi: +20.00 It can be used to harden the skin for 7 turns increasing armour by 60 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Heal for 30. Natural totems are made by powerful wilders to store nature power. |
soothing elm totem of healing [power 116] (15 cooldown) soothing elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 33. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
quartz 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. |
7 ametrine 7 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 citrine 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. |
2 zircon 2 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
By hg the Cornac Bulwark level 20
33rd Regrowth 123rd year of Ascendancy at 12:58 see stats
By hg the Cornac Bulwark level 12
64th Haze 122nd year of Ascendancy at 18:35 see stats
By hg the Cornac Bulwark level 18
3rd Regrowth 123rd year of Ascendancy at 16:03 see stats
By hg the Cornac Bulwark level 10
7th Mirth 122nd year of Ascendancy at 20:43 see stats
By hg the Cornac Bulwark level 20
33rd Regrowth 123rd year of Ascendancy at 12:34 see stats
By hg the Cornac Bulwark level 17
5th Allure 123rd year of Ascendancy at 23:11 see stats
Log
hg receives 70 healing from Infusion: Healing.
Hg uses Infusion: Regeneration.
Hg starts regenerating health quickly.
Assassin Lord casts Shadow Veil.
Assassin Lord performs a melee critical strike against hg!
Hg is recovering from the damage!
Hg is poisoned!
Assassin Lord is covered in a veil of shadows!
Assassin Lord hits hg for 129 darkness, 21 darkness, 51 darkness, 21 darkness (222 total damage).
Melee retaliation hits Assassin Lord for 2 acid, 5 darkness, 2 blight, 1 acid, 4 darkness, 1 blight (15 total damage).
Assassin Lord hits hg for 91 darkness, 21 darkness, 53 darkness, 21 darkness (185 total damage).
Melee retaliation hits Assassin Lord for 1 acid, 3 darkness, 1 blight, 1 acid, 3 darkness, 1 blight (10 total damage).
Shadowblade casts Epidemic.
Hg resists Shadowblade's 'Epidemic'!
hg HEALS from nature damage!
Acid Splash from Assassin Lord hits hg for 12 acid damage.
Deadly Poison from Assassin Lord hits hg for 21 nature, 5 healing (21 total damage) [5 healing].
Melee retaliation hits Shadowblade for 2 acid, 5 darkness, 2 blight, 2 acid, 5 darkness, 2 blight (17 total damage).
Shadowblade hits hg for 29 physical, 11 darkness, 8 cold, 21 physical, 8 blight, 11 darkness (89 total damage).
Hg casts Rune of the Rift.
Assassin Lord hits hg for 67 darkness, 17 darkness, 37 darkness, 17 darkness (138 total damage).
Melee retaliation hits Assassin Lord for 1 acid, 3 darkness, 1 blight, 1 acid, 3 darkness, 1 blight (10 total damage).
Shadowblade casts Shadowstep.
Shadowblade performs a melee critical strike against hg!
Hg is dazed!
Melee retaliation hits Shadowblade for 2 acid, 5 darkness, 2 blight, 2 acid, 5 darkness, 2 blight (17 total damage).
Shadowblade hits hg for 39 darkness, 9 darkness, 7 cold, 44 darkness (99 total damage).
hg the level 20 cornac bulwark was darkened to death by a shadowblade on level 2 of Unknown tunnels.