Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Everyone Options 1.4.5Starts characters off with category points instead of categories known. 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 | Madness Roguelike |
Sex | Male |
Race | Higher |
Class | Bulwark |
Level / Exp | 15 / 52% |
Size | medium |
Lifes / Deaths | Killed by Ivyssra the red crystal at level 13 on the 65th Dusk 122nd year of Ascendancy at 21:27 / 2Killed by 3-headed hydra at level 15 on the 70th Haze 122nd year of Ascendancy at 22:04 |
Primary Stats
Strength | 45 (base 41) |
Dexterity | 51 (base 41) |
Constitution | 46 (base 41) |
Magic | 11 (base 10) |
Willpower | 42 (base 41) |
Cunning | 44 (base 41) |
Resources
Life | -55/716 |
Stamina | 72/222 |
Healing Factor | 1.2567804250992 |
Regeneration | 5.3413168066717 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 12 |
Infravision | 1 |
Offense: Mainhand
Damage | 60 |
Accuracy | 54 |
Crit Chance | 15% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Nature | +11% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 36 (30%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 22 |
Mental Save | 36 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 47%( 70%) |
All | + 7%( 70%) |
Darkness | + 16%( 70%) |
Light | + 13%( 70%) |
Temporal | + 10%( 70%) |
Physical | + 23%( 70%) |
Lightning | + 21%( 70%) |
Fire | + 31%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Disarm Resistance | 40% |
Bleed Resistance | 20% |
Confusion Resistance | 20% |
Knockback Resistance | 50% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: 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 175 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 122 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 521 damage for 6 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
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 lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by great wolf. Escort: lost warrior (level 3 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.6 Power cost 20 out of 20/20. Range 6 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | Dourscar the brass lantern Dourscar the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Dex offense ------ Physical Crit +2.0% Ignore resists +10% physical defense ------ Resistance +6% darkness other ------- Light +7 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 | Xerimira (0 def, 3 armour) Xerimira (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +1% Resistance +3% temporal +6% fire +5% arcane +6% cold Disarm Resist +20% Confus Resist +20% other ------- Breathe water A cap made of leather. |
On hands | dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Arurorin the ash totem of healing [power 170] (15 cooldown) Arurorin the ash totem of healing [power 170] (15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: defense ------ Life Regen +2.00 Knockbk Resist +10% other ------- Light +3 Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 turn cooldown 100% to increase all damage by 12% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | marksman's copper ring of nature (+22%) marksman's copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% nature Accuracy +6 (+2 eff.) defense ------ Resistance +22% nature Rings make your fingers look great! |
On fingers | mule's steel ring of corrosion (+24%) mule's steel ring of corrosion (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +12% acid defense ------ Fatigue -6% Resistance +24% acid other ------- Encumbrance +21 Rings make your fingers look great! |
Around neck | Armaran Armaran0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: defense ------ Resistance +6% blight +10% cold +10% fire +12% physical other ------- Stamina/turn +0.70 Amulets make your neck look great! |
In main hand | Willowveil (24-34 power, 3 apr) Willowveil (24-34 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +4 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +20% other ------- Light +2 Sharp, long, and deadly. |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 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 | Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Neruthra the linen cloak (1 def, 8 armour) Neruthra the linen cloak (1 def, 8 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +8 Defense +1 (+1 eff.) Resistance +12% cold +6% light +3% darkness Cut Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Chalublek (19 def, 11 armour) Chalublek (19 def, 11 armour)9.0 Encumbrance T2 light armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun defense ------ Armor +11 Defense +19 (+7 eff.) Fatigue +7% Resistance +15% lightning +5% arcane Spell save +3 (+2 eff.) Mind save +22 (+8 eff.) Life Regen +2.00 Stun Resist +20% A suit of armour made of leather. |
Inventory
shielding rune of the duelist (absorb 248; dur 4; cd 14) shielding rune of the duelist (absorb 248; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 248 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 201 (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. |
Fanged Collar Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+8 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Oakweeper Oakweeper0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str offense ------ Critical power +5.00% defense ------ Resistance +12% nature +3% darkness other ------- Stamina/turn +2.00 Amulets make your neck look great! |
stabilizing steel amulet of dexterity (+2) stabilizing steel amulet of dexterity (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +11% temporal Pinning Resist +22% Knockbk Resist +20% Amulets make your neck look great! |
starlit steel amulet of healing starlit steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light +16% darkness Healmod +10% Blind Resist +22% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 163 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
warrior's copper amulet of dexterity (+2) warrior's copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
mule's copper ring of blight (+11%) mule's copper ring of blight (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +11% blight defense ------ Fatigue -4% Resistance +11% blight other ------- Encumbrance +22 Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
psionicist's copper ring of the mountain (+11%) psionicist's copper ring of the mountain (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% physical defense ------ Resistance +11% physical Mind save +4 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Rings make your fingers look great! |
warrior's steel ring of sensing warrior's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str defense ------ Armor +6 Blind Resist +20% other ------- Infravision +3 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
elm starstaff 'Dawnwedge' (10-12 power, 2 apr, light element) elm starstaff 'Dawnwedge' (10-12 power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+3 eff.) Damage +10% light +6% mind defense ------ Defense +6 (+2 eff.) Resistance +6% light other ------- Max positive +20.00 Max negative +20.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 49.78 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. |
Starpierce the iron waraxe (12-16 power, 2 apr) Starpierce the iron waraxe (12-16 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 lightning +7 nature On-Hit, radius 1 +12 light On-crit, radius 2 +4 lightning On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Ignore resists +15% temporal When Hit 2 light defense ------ Resistance +3% light One-handed war axes. |
iron waraxe 'Blazeborn' (18-24 power, 2 apr) iron waraxe 'Blazeborn' (18-24 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ When Hit 2 light defense ------ Resistance +6% darkness other ------- Max stamina +10.00 One-handed war axes. |
Cyrimina the Skyreign Cyrimina the Skyreign1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +12% lightning On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Resistance +3% lightning Mind save +3 (+1 eff.) Life +33.00 Confus Resist +10% A belt that goes around your waist. |
Coalwrack the linen cloak (6 def, 0 armour) Coalwrack the linen cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Con offense ------ Physical Power +10 (+4 eff.) When Hit 2 darkness 4 physical defense ------ Defense +6 (+2 eff.) Resistance +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 34.93 to 43.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Emelotta (0 def, 1 armour) Emelotta (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Resistance +9% acid +3% fire +6% nature +3% light other ------- Stamina/turn +0.40 Max stamina +13.00 A pair of boots made of leather. |
Woerage the pair of rough leather boots (5 def, 1 armour) Woerage the pair of rough leather boots (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Defense +5 (+2 eff.) Resistance +3% mind +3% darkness Crit Resistance 5.00% Stun Resist +20% Teleport Resist +10% other ------- Stamina/turn +0.40 Max stamina +11.00 Light +2 A pair of boots made of leather. |
pair of iron boots 'Adilema' (0 def, 3 armour) pair of iron boots 'Adilema' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +3 Cun +2 Con offense ------ Ignore resists +10% physical Accuracy +15 (+5 eff.) defense ------ Armor +3 Fatigue +2% Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Max stamina +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Blazeradiance' (0 def, 1 armour) pair of rough leather boots 'Blazeradiance' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+2 eff.) Ignore Armor +3 defense ------ Armor +1 Resistance +6% cold +9% mind +5% arcane Disease Resist +20% A pair of boots made of leather. |
pair of rough leather boots 'Splendourbreeze' (0 def, 1 armour) pair of rough leather boots 'Splendourbreeze' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Damage +9% cold Ignore resists +5% light defense ------ Armor +1 Resistance +5% lightning +5% temporal Unlife -40.00 life other ------- Stamina/turn +1.00 A pair of boots made of leather. |
storm rough leather gloves of dexterity (+2) (0 def, 1 armour) storm rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 lightning Damage +4% lightning Accuracy +10 (+3 eff.) defense ------ Armor +1 Resistance +5% lightning 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. |
Uruduldil (0 def, 1 armour) Uruduldil (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +4 Con offense ------ Accuracy +30 (+9 eff.) defense ------ Armor +1 Fatigue +1% Mind save +3 (+1 eff.) A cap made of leather. |
rough leather cap 'Lustrewend' (0 def, 1 armour) rough leather cap 'Lustrewend' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Ignore resists +5% physical Ignore Armor +1 When Hit 2 light 2 physical defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% light +6% cold A cap made of leather. |
rough leather cap 'Xirialaith' (0 def, 1 armour) rough leather cap 'Xirialaith' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +7% lightning +6% temporal +6% blight +6% fire Crit Resistance 15.00% Unlife -20.00 life Healmod +5% A cap made of leather. |
Elenuyaran the Bilemortal (2 def, 11 armour) Elenuyaran the Bilemortal (2 def, 11 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Master While equipped: offense ------ Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +7% Resistance +19% acid +6% physical Physical save +18 (+9 eff.) A suit of armour made of mail. |
prismatic rough leather armour of cold resistance (3 def, 2 armour) prismatic rough leather armour of cold resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% cold +11% light +11% darkness A suit of armour made of leather. |
Thunderwalker (0 def, 7 armour) Thunderwalker (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Rare] Master While equipped: Stats +3 Dex offense ------ When Hit 6 lightning defense ------ Armor +7 Fatigue +22% Resistance +6% blight +17% fire +6% darkness +3% cold other ------- Light +3 A suit of armour made of metal plates. |
reinforced steel shield of lightning resistance (+15%) (0 def, 5 armour, 15-18 power, 62.5 block) reinforced steel shield of lightning resistance (+15%) (0 def, 5 armour, 15-18 power, 62.5 block)7.0 Encumbrance T2 shield armor [Ego] Master When used to Attack: Weapon Damage 15.0 - 18.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +62 While equipped: defense ------ Armor +5 Fatigue +8% Resistance +15% lightning other ------- Talents +1 Block Handheld deflection devices. |
4 agate 4 agate0.0 Encumbrance 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. |
171 alchemist agate 171 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
Lavamortal the iron pickaxe (dig speed 19 turns) Lavamortal the iron pickaxe (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +3% fire When Hit 2 fire defense ------ Resistance +12% fire +6% darkness +6% mind Physical save +3 (+1 eff.) Healmod +5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lavanail (dig speed 38 turns) Lavanail (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature +6% mind When Hit 4 fire On-Hit (Melee): * 20% chance to reduce armor by 16% defense ------ Resistance +9% acid +6% fire +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Zubissra Zubissra2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Mag +1 Wil +1 Cun offense ------ Ignore resists +20% blight defense ------ Crit Resistance 5.00% Physical save +6 (+3 eff.) Healmod +12% other ------- Light +3 Infravision +1 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. |
bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +42.00 other ------- Light +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 Encumbrance 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 Encumbrance 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 Encumbrance 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. |
iron torque of psionic shield 'Smolderworth' [power 25] (25 cooldown) iron torque of psionic shield 'Smolderworth' [power 25] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% fire Ignore resists +5% temporal defense ------ Resistance +3% fire Spell save +6 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Vim-on-crit +1.00 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 37. Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By killbill the Higher Bulwark level 1
11st Dusk 122nd year of Ascendancy at 01:55 see stats
By killbill the Higher Bulwark level 10
21st Dusk 122nd year of Ascendancy at 01:09 see stats
By killbill the Higher Bulwark level 7
14th Dusk 122nd year of Ascendancy at 23:17 see stats
By killbill the Higher Bulwark level 10
25th Dusk 122nd year of Ascendancy at 22:00 see stats
By killbill the Higher Bulwark level 13
65th Dusk 122nd year of Ascendancy at 21:28 see stats
Log
Killbill uses Block.
Emelyyatha the giant ice ant misses killbill.
Emelyyatha the giant ice ant misses killbill.
Killbill uses Assault.
killbill performs a melee critical strike against Emelyyatha the giant ice ant!
You collect a new ingredient: ice ant stinger (1).
killbill performs a melee critical strike against Emelyyatha the giant ice ant!
Ritch flamespitter spits flames!
A wave of icy water sprays out from killbill towards Ritch flamespitter!
killbill hits Ritch flamespitter for 4 nature, 4 nature, 27 cold (36 total damage).
killbill hits Emelyyatha the giant ice ant for 30 physical, 13 cold, 133 physical (176 total damage).
killbill hits 3-headed hydra for 4 nature, 4 nature, 15 lightning (24 total damage).
Melee retaliation hits killbill for (5 blocked), 0 light, (13 blocked), 0 cold, (13 blocked), 0 cold, (13 blocked), 0 cold (0 total damage).
Ritch flamespitter hits killbill for (74 blocked), 0 fire (0 total damage).
killbill killed Emelyyatha the giant ice ant!
3-headed hydra breathes lightning!
Killbill is recovering from the damage!
3-headed hydra hits killbill for (117 blocked), 178 lightning (178 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter hits killbill for 74 fire damage.
3-headed hydra breathes poison!
Killbill is poisoned!
3-headed hydra hits killbill for 60 nature damage.
Poison from 3-headed hydra hits killbill for 60 nature damage.
3-headed hydra breathes acid!
3-headed hydra hits killbill for 330 acid damage.
killbill the level 15 higher bulwark was melted to death by a 3-headed hydra on level 1 of Old Forest.