
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 22 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Gylrassra the vampire at level 17 on the 48th Haze 122nd year of Ascendancy at 21:54 0 / 6Killed by Lisyyavena the eternal bone giant at level 21 on the 22nd Regrowth 123rd year of Ascendancy at 03:29 Killed by Adunn the lesser vampire at level 21 on the 22nd Regrowth 123rd year of Ascendancy at 07:46 Killed by Xerarin the fire drake at level 21 on the 25th Regrowth 123rd year of Ascendancy at 05:35 Killed by Emelirelewen the Guardian at level 22 on the 42nd Regrowth 123rd year of Ascendancy at 06:19 Killed by armoured skeleton warrior at level 22 on the 42nd Regrowth 123rd year of Ascendancy at 08:10 |
Primary Stats
| Strength | 51 (base 51) |
| Dexterity | 23 (base 18) |
| Constitution | 51 (base 36) |
| Magic | 10 (base 10) |
| Willpower | 23 (base 11) |
| Cunning | 24 (base 12) |
Resources
| Life | -137/754 |
| Stamina | 71/240 |
| Healing Factor | 1.4340316950178 |
| Regeneration | 7.5448663984075 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 7 |
| See Stealth | 57.286009934143 |
| See Invisible | 56.286009934143 |
Offense: Mainhand
| Damage | 72 |
| Accuracy | 41 |
| Crit Chance | 6% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +15% |
| Cold | +36% |
| All | 0% |
| Lightning | +18% |
| Light | +6% |
| Physical | +10% |
| Mind | +3% |
| Darkness | +31% |
| Nature | +18% |
Offense: Damage Penetration
| Cold | +25% |
| Darkness | +30% |
Defense: Base
| Armour (hardiness) | 46 (30%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 13 |
| Physical Save | 38 |
| Spell Save | 37 |
| Mental Save | 34 |
Defense: Resistances
| Blight | + 31%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 70%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 22%( 70%) |
| Darkness | + 22%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 203 damage for 3 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | 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 failed to protect the lone alchemist from death by gigantic corrosive tunneler. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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: * You've found the needed giant spider spinneret. * You've found the needed vial of wight ectoplasm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed storm wyrm claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed length of troll intestine. * You've found the needed snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | miner's pair of iron boots of speed (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +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 | hardened leather cap 'Flashpyre' (5 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +25% darkness ----- def ----- Armour +9 Defense +5 (+3 eff.) Fatigue +3% Resists +6% darkness +12% cold +3% light +4% all Phys.save +6 (+2 eff.) A cap made of leather. |
| On hands | Chaladuvon the Strikebile (15 def, 9 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +6% nature +10% physical Melee Ret 10 lightning ----- def ----- Armour +9 Defense +15 (+8 eff.) Resists +3% 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. |
| Tool | Coalwither the yew totem of stinging [power 284] (13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% arcane +12% nature +15% darkness Melee Ret 6 darkness ----- def ----- Resists +5% arcane +3% darkness Sting an enemy dealing 335 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 14.26 cold and 11.53 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 21/60 This azure ring seems to be always moist to the touch. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | dwarven-steel mace 'Shivervile' (28-38 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Psionic Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 darkness Against +12% Living While equipped: dps ---------- Dmg.mod +18% lightning +12% cold Res.pen +25% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Resists +12% cold Blunt and deadly. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Isledatira the stralite shield (0 def, 17 armour, 42-50 power, 206.5 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 41.5 - 49.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +206 On Hit: * Deal physical damage equal to your armor (46) While equipped: Stats +1 Cun dps ---------- Crit.mult +15.00% Melee+ 17 lightning Dmg.mod +3% mind Melee Ret 17 lightning ----- def ----- Armour +17 Fatigue +8% Resists +3% light Mind.save +6 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Ivyna the Unlighthacker (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +9% cold Res.pen +5% darkness On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane +9% temporal Phys.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+3 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Inventory
Rune of the Rift (242.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
gladiator's steel ring of aether (+12%)0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% arcane ----- def ----- Resists +12% arcane Rings make your fingers look great! |
psionicist's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Str +2 Mag dps ---------- Melee+ 13 light Ranged+ 10 light Dmg.mod +11% light ----- def ----- Armour +6 Rings make your fingers look great! |
truestriking dwarven-steel longsword of massacre (31-43 power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +8 (+3 eff.) Apr +5 Sharp, long, and deadly. |
Kindlewisp (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Disrupt Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% acid +12% light ----- def ----- Resists +10% acid +12% light +7% lightning +10% fire +10% cold +4% all Spell.save +10 (+4 eff.) ---------- misc Light +2 Blunt and deadly. |
potent yew vilestaff of greater warding (25-30 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +11 (+10 eff.) Dmg.mod +25% darkness ----- def ----- Armour +7 Defense +8 (+4 eff.) ---------- misc Wards +3 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Arcblight (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 lightning +8 nature +8 light On Hit.r1 +4 lightning On Crit.r2 +16 lightning While equipped: dps ---------- Res.pen +5% fire ----- def ----- Resists +6% lightning +6% fire One-handed war axes. |
Unrekalthosta the steel waraxe (10-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +5 Str +6 Dex +4 Mag +5 Wil +6 Cun +5 Con dps ---------- Mind.crit +1% Mind.pwr +20 (+10 eff.) Melee Ret 2 mind ----- def ----- Resists +6% mind ---------- misc Equi/ret +0.12 Psi/ret +0.12 One-handed war axes. |
caustic dwarven-steel waraxe of evisceration (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +5 acid +12 nature On Crit: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Res.pen +11% acid +12% nature Apr +5 One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
enveloping linen cloak of protection (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mardadur the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +20% fire ----- def ----- Resists +6% acid +15% temporal +6% darkness +30% fire +12% cold +11% all Spell.save +6 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 26.99 to 33.73 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Emelussra the linen wizard hat (6 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Mind.crit +3% Mind.pwr +3 (+1 eff.) Apr +4 ----- def ----- Defense +6 (+3 eff.) Resists +1% physical ---------- misc Psi/turn +0.14 A pointy cloth hat, very wizardly... |
Un'fezan's Cap (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+8 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 13 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Mayovena the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +3 Con dps ---------- Res.pen +15% blight +5% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +10% mind Mind.save +13 (+6 eff.) Max.HP +88.00 A suit of armour made of mail. |
stralite mail armour 'Zuhor' (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +5 Cun +9 Wil dps ---------- Phys.pwr +20 (+6 eff.) Apr +3 Melee Ret 4 physical ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +24% blight +13% nature +18% darkness Mind.save +17 (+8 eff.) ---------- misc Light +1 A suit of armour made of mail. |
prismatic drakeskin leather armour of cold resistance (20 def, 8 armour)9.0 T5 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +15% cold +11% light +10% darkness A suit of armour made of leather. |
steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +16% lightning A suit of armour made of metal plates. |
steel plate armour of the dragon (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% acid +6% physical +9% cold +6% lightning +8% fire Disarm- +25% Stun/Frz- +20% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Elimina the steel shield (0 def, 4 armour, 16-20 power, 37.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 Melee+ +16 physical On Crit.r2 +12 acid While equipped: Stats +2 Wil dps ---------- Dmg.mod +18% mind Res.pen +25% acid On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Armour +4 Fatigue +8% Resists +13% physical Shield.near.proj +19 Proj.slow +18% ---------- misc Talents +1 Block Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 22-30 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 21.5 - 30.1 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
windwalling steel shield of winter (0 def, 4 armour, 10-12 power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Nature/Psionic When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +11 physical +14 cold While equipped: Stats +4 Wil dps ---------- On shield block: * Deals 81 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +12% physical +10% cold Shield.near.proj +18 Proj.slow +11% ---------- misc Talents +1 Block Handheld deflection devices. |
6 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. |
77 alchemist agate0.0 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
5 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. |
6 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
evasive elm totem of stinging [power 110] (13 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 130 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Curse Lifter
Killed Ben Cruthdar the Cursed.By Artemis the Cornac Bulwark level 17
38th Haze 122nd year of Ascendancy at 22:33 see stats
Exterminator
Killed 1000 creatures.By Artemis the Cornac Bulwark level 18
66th Haze 122nd year of Ascendancy at 03:52 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Artemis the Cornac Bulwark level 21
78th Haze 122nd year of Ascendancy at 13:39 see stats
Level 10
Got a character to level 10.By Artemis the Cornac Bulwark level 10
2nd Flare 122nd year of Ascendancy at 14:59 see stats
Level 20
Got a character to level 20.By Artemis the Cornac Bulwark level 20
67th Haze 122nd year of Ascendancy at 05:24 see stats
That was close
Killed your target while having only 1 life left.By Artemis the Cornac Bulwark level 21
25th Regrowth 123rd year of Ascendancy at 05:34 see stats
The Arena
Unlocked Arena mode.By Artemis the Cornac Bulwark level 7
9th Mirth 122nd year of Ascendancy at 00:54 see stats
The secret city
Discovered the truth about mages.By Artemis the Cornac Bulwark level 15
76th Dusk 122nd year of Ascendancy at 13:51 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Artemis the Cornac Bulwark level 17
63rd Haze 122nd year of Ascendancy at 08:25 see stats
Log
Talent Dig is ready to use.
Talent Shield Slam is ready to use.
Talent Block is ready to use.
Skeleton master archer's Shoot hits Artemis for 51 physical, 9 lightning (61 total damage).
Artemis uses Second Wind.
Artemis uses Shield Slam.
Artemis uses Block.
Armoured skeleton warrior uses Block.
Armoured skeleton warrior uses Block.
Melee retaliation hits Skeleton master archer for (3 absorbed), 0 darkness, (11 absorbed), 0 lightning, (5 absorbed), 0 fire (0 total damage).
Skeleton master archer hits Artemis for (7 blocked), 0 physical (0 total damage).
Artemis is not stunned anymore.
Artemis has recovered!
Artemis is frozen to the ground!
Armoured skeleton warrior's is vulnerable to attacks and effects!
The shattering blow creates a shockwave!
Artemis hits Skeleton master archer for (23 absorbed), 0 physical (0 total damage).
Artemis hits Armoured skeleton warrior for (59 blocked), 0 physical, (7 blocked), 0 darkness, (14 blocked), 0 lightning, (5 blocked), 0 physical, (4 absorbed), 0 mind (0 total damage).
Melee retaliation hits Artemis for 8 acid damage.
Armoured skeleton warrior hits Artemis for 4 cold damage.
Skeleton master archer uses Crippling Shot.
Armoured skeleton warrior uses Shield Pummel.
Artemis is stunned!
Armoured skeleton warrior hits Artemis for 135 physical, 12 fire, 12 light (160 total damage).
Melee retaliation hits Armoured skeleton warrior for (6 absorbed), 0 darkness, (23 absorbed), 0 lightning, (8 absorbed), 0 fire, (6 absorbed), 0 darkness, (23 absorbed), 0 lightning, (8 absorbed), 0 fire (0 total damage).
Melee retaliation hits Armoured skeleton warrior for (7 blocked), 0 darkness, (27 blocked), 0 lightning, (6 blocked), 0 fire (0 total damage).
Armoured skeleton warrior hits Artemis for 93 physical damage.
Artemis the level 22 cornac bulwark was minced to death by an armoured skeleton warrior on level 1 of Ruined Dungeon.






























































































