












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 24 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 10 on the 1st Flare 122nd year of Ascendancy at 23:48 0 / 7Killed by Joe at level 14 on the 57th Dusk 122nd year of Ascendancy at 12:15 Killed by Aruba the vampire at level 17 on the 65th Dusk 122nd year of Ascendancy at 19:00 Killed by Aruba the vampire at level 17 on the 65th Dusk 122nd year of Ascendancy at 19:11 Killed by Abaurdir the thalore at level 20 on the 19th Pyre 124th year of Ascendancy at 10:11 Killed by Yvena the brown bear at level 24 on the 50th Pyre 124th year of Ascendancy at 19:06 Killed by Cyrydhewen the tiger at level 24 on the 68th Pyre 124th year of Ascendancy at 04:26 |
Primary Stats
| Strength | 55 (base 45) |
| Dexterity | 44 (base 34) |
| Constitution | 30 (base 25) |
| Magic | 17 (base 10) |
| Willpower | 25 (base 13) |
| Cunning | 24 (base 17) |
Resources
| Life | 1/775 |
| Mana | 313/313 |
| Stamina | 107/206 |
| Healing Factor | 1.1592147729954 |
| Regeneration | 8.888333727778 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 23.599459836163 |
| See Invisible | 23.599459836163 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 63 |
| Crit Chance | 11% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +15% |
| Acid | +15% |
| Light | +21% |
| Cold | +9% |
| Mind | +3% |
| Lightning | +18% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 32 (38.594633868923%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 5.9238052216851 |
| Physical Save | 33 |
| Spell Save | 31 |
| Mental Save | 23 |
Defense: Resistances
| Physical | + 12%( 70%) |
| Darkness | + 50%( 70%) |
| Nature | + 10%( 70%) |
| Temporal | + 16%( 70%) |
| Lightning | + 38%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 14%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Silence Resistance | 21% |
| Confusion Resistance | 45% |
| Teleport Resistance | 20% |
| Stun Resistance | 75% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| 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 and physical effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 215 damage for 4 turns. 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 155 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 655% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Warcries | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by snow giant thunderer. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by Ce'Nylaith the red crystal. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)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 have explored the Old Forest and vanquished Shardskin. * 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 82. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | undeterred pair of dwarven-steel boots of evasion (3 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Fatigue: +3% Silence immunity: +21% Confusion immunity: +25% Stun/Freeze immunity: +25% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | flaming pouch of steel shots of accuracy (15/15, 21-25 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 15 Damage (radius 1) on hit: +6 fire Shots are used with slings to pummel your foes to death. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Light radius: +5 Absorbs all darkness (power 75, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 141.45 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | bladed dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str Changes resistances: +7% cold Allows you to breathe in: water It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 166.6 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Sootbreeze the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +2 Changes stats: +3 Dex Changes resistances: +3% darkness Changes resistances penetration: +10% darkness / +15% light Changes damage: +6% light / +12% fire Light radius: +1 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 | Arcvenom [power 254] (20/17 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes damage: +15% acid / +6% lightning It can be used to heal yourself and all friendly characters within 10 spaces for 254 Activation puts all charms on cooldown for 17 turns. When used: * Reduce fatigue by 28% for 2 turns. * Heal for 30. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
| On fingers | steel quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Stun/Freeze immunity: +30% Spellpower: +5 (+2 eff.) Rings make your fingers look great! |
| Around neck | CuthymnirCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 50% Changes stats: +4 Cun Changes resistances: +1% physical Changes damage: +3% mind Life regen: +2.00 Only die when reaching: -60.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
| In main hand | stralite waraxe 'Gedalle' (29-41 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +4% physical Hate when firing a critical mind attack: +3.00 Mindpower: +15 (+6 eff.) Mental crit. chance: +3% One-handed war axes. |
| Around waist | drakeskin leather belt 'Hetteharafast'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +3 Cun / +3 Str Changes resistances: +3% lightning / +3% nature / +20% darkness Maximum life: +51.00 A belt that goes around your waist. |
| In off hand | swashbuckler's stralite shield of shrapnel (0 def, 8 armour, 48-58 power, 137.5 block)Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.5 - 58.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +8 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 193 physical damage over 5 turns (1/turn) Changes stats: +1 Str / +2 Dex Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Malazilarion the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +9% temporal / +5% arcane / +3% darkness Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Confusion immunity: +20% Teleport immunity: +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 | Arogas the Umbrawreath (20 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+6 eff.) Fatigue: +8% Damage when hit (Melee): 10 darkness Changes resistances: +30% lightning Changes damage: +12% lightning / +9% cold A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
MolachCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +5 Str / +3 Con Spell save: +15 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Maximum stamina: +13.00 Spell crit. chance: +1% Rings make your fingers look great! |
rogue's steel ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
treant's copper ring of frost (+6%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% blight / +22% cold / +6% nature Changes damage: +11% cold Poison immunity: +10% Disease immunity: +10% Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Daytrial (38-49 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage When wielded/worn: Changes stats: +2 Str / +3 Dex / +9 Wil Changes resistances: +6% blight Light radius: +2 Sharp, short and deadly. |
Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
grounding rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal Maximum life: +32.00 A belt that goes around your waist. |
thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+2 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
silk robe 'Flashmaim' (10 def, 10 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Changes resistances: +36% lightning / +6% nature / +13% all Changes damage: +30% lightning Spell save: +15 (+7 eff.) Life regen: +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of blight (+13%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +13% blight / +9% all Changes damage: +13% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.stabilizing dwarven-steel helm of the depths (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +12% cold Allows you to breathe in: water Physical save: +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nereth (18 def, 10 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +18 (+6 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to slow global speed by 50% Damage when hit (Melee): 4 mind Changes stats: +5 Str / +3 Con Changes resistances: +3% mind / +6% darkness Maximum life: +30.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable dwarven-steel mail armour of spell shielding (3 def, 13 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +7% arcane Spell save: +13 (+6 eff.) A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +12% blight / +11% darkness Light radius: +2 A suit of armour made of mail. |
cleansing hardened leather armour of acid resistance (9 def, 6 armour)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +18% acid / +13% nature / +12% blight A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Life regen: +3.50 Stamina each turn: +0.50 A suit of armour made of metal plates. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 85 power out of 100/100. The very essence of bearness! |
103 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Joe the Cornac Bulwark level 23
50th Pyre 124th year of Ascendancy at 17:00 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Joe the Cornac Bulwark level 10
2nd Dusk 122nd year of Ascendancy at 12:36 see stats
Exterminator
Killed 1000 creatures.By Joe the Cornac Bulwark level 20
46th Dusk 123rd year of Ascendancy at 18:00 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Joe the Cornac Bulwark level 21
29th Pyre 124th year of Ascendancy at 15:16 see stats
Level 10
Got a character to level 10.By Joe the Cornac Bulwark level 10
1st Flare 122nd year of Ascendancy at 21:07 see stats
Level 20
Got a character to level 20.By Joe the Cornac Bulwark level 20
13rd Haze 122nd year of Ascendancy at 15:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Joe the Cornac Bulwark level 20
13rd Haze 122nd year of Ascendancy at 21:58 see stats
The Arena
Unlocked Arena mode.By Joe the Cornac Bulwark level 8
1st Summertide 122nd year of Ascendancy at 05:37 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Joe the Cornac Bulwark level 20
48th Dusk 123rd year of Ascendancy at 09:34 see stats
The secret city
Discovered the truth about mages.By Joe the Cornac Bulwark level 13
54th Dusk 122nd year of Ascendancy at 17:45 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Joe the Cornac Bulwark level 20
47th Dusk 123rd year of Ascendancy at 18:29 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Joe the Cornac Bulwark level 17
67th Dusk 122nd year of Ascendancy at 23:58 see stats
Log
Joe is no longer evading attacks.
Talent Shattering Shout is ready to use.
Talent Block is ready to use.
Bleeding from Cyrydhewen the tiger hits Joe for 72 physical damage.
Thorn Grab from Cyrydhewen the tiger hits Joe for 22 nature damage.
Joe uses Battle Shout.
Tiger hits Joe for 9 physical damage.
Melee retaliation hits Tiger for 12 darkness damage.
Cyrydhewen the tiger misses Joe.
Cyrydhewen the tiger misses Joe.
Tiger misses Joe.
Ritch flamespitter stops bleeding.
Ritch flamespitter spits flames!
Ritch flamespitter hits Joe for 98 fire damage.
Joe HEALS from darkness damage!
Melee retaliation hits Cyrydhewen the tiger for 12 darkness, 12 darkness (23 total damage).
Cyrydhewen the tiger hits Joe for 46 mind, 3 lightning, 11 mind, 4 darkness, 2 healing, 7 darkness, 3 healing, 57 mind, 3 lightning, 11 mind, 4 darkness, 2 healing (147 total damage) [7 healing].
Cyrydhewen the tiger stops bleeding.
Tiger stops bleeding.
Tiger misses Joe.
Joe stops bleeding.
Talent Shield Pummel is ready to use.
Thorn Grab from Cyrydhewen the tiger hits Joe for 22 nature damage.
Cyrydhewen the tiger performs a melee critical strike against Joe!
Cyrydhewen the tiger performs a melee critical strike against Joe!
Joe HEALS from darkness damage!
Melee retaliation hits Cyrydhewen the tiger for 12 darkness, 12 darkness (23 total damage).
Cyrydhewen the tiger hits Joe for 137 mind, 3 lightning, 11 mind, 4 darkness, 2 healing, 7 darkness, 3 healing, 11 darkness, 5 healing, 74 mind (247 total damage) [10 healing].
Joe the level 24 cornac bulwark was psyched to death by Cyrydhewen the tiger on level 2 of Lost land of Poosh.














































































