Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 13 / 62% |
Size | medium |
Lifes / Deaths | Killed by broken golem at level 9 on the 6th Mirth 122nd year of Ascendancy at 11:56 0 / 5Killed by Celia at level 11 on the 2nd Dusk 122nd year of Ascendancy at 09:13 Killed by worm that walks at level 12 on the 20th Dusk 122nd year of Ascendancy at 15:24 Killed by worm that walks at level 12 on the 21st Dusk 122nd year of Ascendancy at 02:54 Killed by luminous horror at level 13 on the 31st Dusk 122nd year of Ascendancy at 13:02 |
Primary Stats
Strength | 39 (base 34) |
Dexterity | 16 (base 12) |
Constitution | 36 (base 32) |
Magic | 11 (base 10) |
Willpower | 23 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | 1/535 |
Stamina | 23/168 |
Healing Factor | 1.4079202340232 |
Regeneration | 12.203214767541 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 18.097534654637 |
See Invisible | 18.097534654637 |
Offense: Mainhand
Damage | 56 |
Accuracy | 43 |
Crit Chance | 5% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 3.6666666666667 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Fire | +5% |
All | 0% |
Offense: Damage Penetration
Temporal | +12% |
All | +7% |
Defense: Base
Armour (hardiness) | 36.08934837382 (81.151787968034%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 29 |
Physical Save | 29 |
Spell Save | 38 |
Mental Save | 23 |
Defense: Resistances
Lightning | + 13%( 70%) |
Nature | + 20%( 70%) |
Darkness | + 13%( 70%) |
Blight | + 25%( 70%) |
Cold | + 15%( 70%) |
Fire | + 29%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Bleed Resistance | 40% |
Disarm Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 108 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Superiority | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 avoidance. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed honey tree root. * You've found the needed snow giant kidney. Agrimley 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.' * You've found the needed red crystal shard. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots of rushing (0 def, 1 armour) pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | pouch of steel shots of accuracy (19/19, 20-25 power, 2 apr) pouch of steel shots of accuracy (19/19, 20-25 power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 19 Shots are used with slings to pummel your foes to death. |
Light source | preserving brass lantern of the zealot preserving brass lantern of the zealot2.0 T1 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +6% blight +3% all Spell.save +6 (+3 eff.) HP.reg +2.00 ---------- 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. |
On head | Barylatharokath the dwarven-steel helm (0 def, 5 armour) Barylatharokath the dwarven-steel helm (0 def, 5 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +4% Resists +3% darkness +6% fire Crit.chn- 5.00% Silence- +10% Disarm- +10% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 31.82 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | evasive iron torque of psionic shield [power 23] (20/25 cooldown) evasive iron torque of psionic shield [power 23] (20/25 cooldown)2.0 T1 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | warrior's copper ring warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
On fingers | psionicist's steel ring psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | restful copper amulet of healing restful copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Heal.mod +11% Cut- +40% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 130 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Boltwaker the dwarven-steel mace (26-37 power, 4 apr) Boltwaker the dwarven-steel mace (26-37 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Master/Psionic Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +6 darkness Against +6% Living On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +5% temporal +7% all Acc +13 (+4 eff.) Apr +7 Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% lightning Blunt and deadly. |
Around waist | insulating rough leather belt of burglary insulating rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +6 Lck ----- def ----- Resists +5% fire +5% cold Stealth +5 ---------- misc T.Disarm +7 Infravis +3 A belt that goes around your waist. |
In off hand | reinforced steel shield of resilience (0 def, 6 armour, 14-16 power, 58.5 block) reinforced steel shield of resilience (0 def, 6 armour, 14-16 power, 58.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 13.5 - 16.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +58 While equipped: ----- def ----- Armour +6 Fatigue +8% Max.HP +44.00 ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | spellcowled linen cloak of implacability (1 def, 0 armour) spellcowled linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane/Nature While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | cleansing iron plate armour of Eyal (0 def, 7 armour) cleansing iron plate armour of Eyal (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +11% nature +11% blight Max.HP +20.00 HP.reg +2.00 Heal.mod +10% A suit of armour made of metal plates. |
Inventory
gold amulet 'Cloudcutter' gold amulet 'Cloudcutter'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Dex +1 Mag +1 Con dps ---------- Res.pen +15% lightning ----- def ----- Resists +9% lightning ---------- misc Infravis +1 Amulets make your neck look great! |
grounding steel amulet of mastery (0.15 Technique / Conditioning) grounding steel amulet of mastery (0.15 Technique / Conditioning)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +24% ---------- misc Masteries +0.15 Technique/Conditioning Amulets make your neck look great! |
steel battleaxe (22-34 power, 2 apr) steel battleaxe (22-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 22.5 - 33.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon Reqs Str 40 [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Mayibeth the Quenchwasp (12-18 power, 3 apr) Mayibeth the Quenchwasp (12-18 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 light Against +8% Undead While equipped: dps ---------- Dmg.mod +3% acid +6% cold Res.pen +15% temporal Melee Ret 4 temporal On Hit (Melee): * 10% chance to reduce armor by 9% ----- def ----- Resists +12% acid Blunt and deadly. |
Stormwalker the iron mace (19-27 power, 2 apr) Stormwalker the iron mace (19-27 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% mind Res.pen +15% mind +5% lightning Melee Ret 2 lightning Blunt and deadly. |
steel mace of phasing (16-22 power, 10 apr) steel mace of phasing (16-22 power, 10 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +1.0% Atk.spd 100% Phasing +11% Blunt and deadly. |
blooming vined mindstar of resolve (5-6 power, 18 apr, nature damage) blooming vined mindstar of resolve (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 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: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Spell.save +2 (+1 eff.) Heal.mod +14% Heal/summ +17 ---------- 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. |
Chaligund the yew starstaff (20-24 power, 4 apr, light element) Chaligund the yew starstaff (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane 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% Phys.pwr +5 (+1 eff.) Spell.pwr +9 (+3 eff.) Dmg.mod +20% light Acc +15 (+5 eff.) Apr +1 ----- def ----- Resists +6% mind Phys.save +12 (+6 eff.) ---------- misc Mana/turn +0.11 Max.mana +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff of illumination (15-18 power, 3 apr, physical element) cruel ash starstaff of illumination (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% physical ----- def ----- Defense +6 (+6 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 40.08 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. |
shimmering ash starstaff (15-18 power, 3 apr, physical element) shimmering ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% physical ---------- misc Mana/turn +0.12 Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Boruhell the steel waraxe (20-27 power, 3 apr) Boruhell the steel waraxe (20-27 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +1 Str +2 Con dps ---------- Res.pen +5% all Acc +7 (+2 eff.) Apr +5 ----- def ----- Resists +6% blight Disease- +11% One-handed war axes. |
Hathidil the woollen robe (0 def, 0 armour) Hathidil the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +5% all On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +9% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Yaryyarion' (0 def, 0 armour) cashmere robe 'Yaryyarion' (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +3 Str +2 Wil +1 Cun dps ---------- Dmg.mod +18% physical ----- def ----- Resists +18% physical +11% all Crit.chn- 5.00% HP.reg +4.00 Pinning- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron helm 'Blizzardwreath' (0 def, 3 armour) iron helm 'Blizzardwreath' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +3% light +6% fire +3% darkness +9% cold Crit.chn- 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cured leather armour (6 def, 4 armour) cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% A suit of armour made of leather. |
hardened leather armour 'Bokahek' (9 def, 6 armour) hardened leather armour 'Bokahek' (9 def, 6 armour)9.0 T3 light armor [Rare] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +6% darkness Mind.save +15 (+7 eff.) ---------- misc Max.psi +40.00 A suit of armour made of leather. |
hardened leather armour 'Dagiroleg' (9 def, 6 armour) hardened leather armour 'Dagiroleg' (9 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% physical Apr +3 ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +2% physical Phys.save +3 (+1 eff.) Max.HP +44.00 HP.reg +3.00 Heal.mod +10% ---------- misc Max.stam +10.00 A suit of armour made of leather. |
dwarven-steel plate armour 'Darknaught' (0 def, 11 armour) dwarven-steel plate armour 'Darknaught' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% mind ----- def ----- Armour +11 Fatigue +22% Resists +15% darkness +18% fire ---------- misc Psi/ret +0.04 A suit of armour made of metal plates. |
agate 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. |
aquamarine 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. |
opal 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. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 36.55 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 36.55 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
survivor's brass lantern of clarity survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Heal.mod +10% ---------- misc Light +3 See.Stealth +5 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 Chest 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. |
Scaldwalker the pouch of steel shots (17/17, 22-26 power, 2 apr) Scaldwalker the pouch of steel shots (17/17, 22-26 power, 2 apr)3.0 T2 shot ammo [Rare] Psionic Power 21.5 - 25.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Ranged+ +16 fire +6 physical On Hit.r1 +4 light On Crit.r2 +16 light +8 fire On Hit: * 20% chance to knock the target back 3 spaces and deal 78 physical damage Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of gale force [power 200] (20/15 cooldown) dwarven-steel torque of gale force [power 200] (20/15 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 200 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 105] (20/15 cooldown) iron torque of mindblast [power 105] (20/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 29] (20/20 cooldown) ash totem of thorny skin [power 29] (20/20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
ametrine 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. |
4 citrine 4 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. |
5 zircon 5 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
By John the Cornac Bulwark level 12
9th Dusk 122nd year of Ascendancy at 14:16 see stats
By John the Cornac Bulwark level 10
9th Mirth 122nd year of Ascendancy at 01:42 see stats
By John the Cornac Bulwark level 7
1st Mirth 122nd year of Ascendancy at 21:54 see stats
By John the Cornac Bulwark level 9
6th Mirth 122nd year of Ascendancy at 11:20 see stats
Log
John resists the effect 'Pinned to the ground'!
Burning from Giant fire ant hits John for 4 fire damage.
Luminous horror's light area effect hits John for 30 light damage.
Luminous horror's light area effect hits John for 30 light damage.
John shrugs off the effect 'Armor Corroded'!
John hits Dredge for 10 mind, 3 darkness (13 total damage).
John hits Poluda the luminous horror for 16 physical, 3 darkness (19 total damage).
Poluda the luminous horror stops burning.
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Poluda the luminous horror HEALS from fire damage!
Burning from Giant fire ant hits Dredge captain for 5 fire damage.
Burning from Giant fire ant hits Dredge for 5 fire damage.
Burning from Giant fire ant hits Poluda the luminous horror for 2 fire, 3 healing (2 total damage) [3 healing].
Burning from Giant fire ant hits Luminous horror for 0 fire, 3 healing (0 total damage) [3 healing].
Burning from Giant fire ant hits Dredge for 5 fire damage.
Giant fire ant hits Luminous horror for 0 fire, 20 healing, 0 fire, 3 healing (0 total damage) [22 healing].
Burning from Giant fire ant hits Dredge for 5 fire damage.
Burning from Giant fire ant hits Luminous horror for 0 fire, 3 healing (0 total damage) [3 healing].
Poluda the luminous horror misses John.
Luminous horror casts Firebeam.
Luminous horror's spell attains critical power!
Luminous horror performs a melee critical strike against Giant fire ant!
Luminous horror casts Firebeam.
Luminous horror misses Giant fire ant.
Luminous horror hits Giant fire ant for 25 fire damage.
Luminous horror hits John for 26 fire damage.
Luminous horror hits Giant fire ant for 24 light damage.
John the level 13 cornac bulwark was toasted to death by a luminous horror on level 1 of Ruined Dungeon.