















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! 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 20 / 98% |
| Size | big |
| Lifes / Deaths | Killed by Boot at level 15 on the 72nd Dusk 122nd year of Ascendancy at 11:44 0 / 6Killed by snow giant boulder thrower at level 17 on the 43rd Haze 122nd year of Ascendancy at 18:29 Killed by Animated caller's thorny mindstar at level 20 on the 46th Regrowth 123rd year of Ascendancy at 03:30 Killed by Poltergeist Bloomsoul at level 20 on the 46th Regrowth 123rd year of Ascendancy at 05:58 Killed by Poltergeist Bloomsoul at level 20 on the 46th Regrowth 123rd year of Ascendancy at 06:14 Killed by Grand Corruptor at level 20 on the 77th Regrowth 123rd year of Ascendancy at 12:02 |
Primary Stats
| Strength | 54 (base 41) |
| Dexterity | 34 (base 24) |
| Constitution | 46 (base 34) |
| Magic | 16 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | 0/682 |
| Stamina | 92/180 |
| Healing Factor | 1.2567804250994 |
| Regeneration | 11.494705379196 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 17 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 57 |
| Crit Chance | 19% |
| APR | 43 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Light | +11% |
| Nature | +6% |
| Blight | +5% |
| Physical | +9% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Physical | +9% |
| Fire | +5% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 49.084537089062 (100%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 35 |
| Physical Save | 44 |
| Spell Save | 49 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Nature | + 29%( 70%) |
| Darkness | + 29%( 70%) |
| Cold | + 53%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 25%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 84 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 3/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 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 failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by cold drake. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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. | 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 |
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 red crystal shard. * You've found the needed hummerhorn wing. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | Aeroba the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue -4% Resistance +3% acid Physical save +6 (+2 eff.) other ------- Encumbrance +20 Infravision +3 See Invisibility +3 A pair of boots made of leather. |
| Light source | brass lantern 'Stokestun'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +6% nature Ignore resists +5% fire defense ------ Resistance +6% fire Mind save +15 (+7 eff.) other ------- Max psi +10.00 Light +3 See Stealth +7 See Invisibility +8 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 | bladed iron helm of knowledge (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun offense ------ Mindpower +3 (+2 eff.) defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 159.8 Physical damage. If the attack hits, the target is confused (35% 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 | Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 34.03 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | wizard's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag offense ------ On-Hit 12 light On-Ranged-Hit 10 light Damage +11% light defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | gladiator's copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +5 (+2 eff.) Accuracy +8 (+3 eff.) Ignore Armor +9 defense ------ Defense +9 (+5 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 84% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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 | Voryth (22-31 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +14 darkness Damage Against +11% Living On Critical: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Dex offense ------ Physical Crit +11.0% Spell Crit +2% Physical Power +11 (+4 eff.) Damage +9% physical Ignore resists +9% physical Accuracy +13 (+4 eff.) Ignore Armor +15 defense ------ Armor +6 One-handed war axes. |
| Around waist | Shadeblood the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con offense ------ Physical Power +8 (+3 eff.) Damage +9% darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 * 20% chance to reduce damage dealt by 14% defense ------ Resistance +18% cold Physical save +7 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 25-35 power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 25.0 - 35.0 Physical Uses 150% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+5 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Blazerock the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Physical Crit +2.0% Physical Power +1 (+0 eff.) Ignore resists +5% mind When Hit 2 mind defense ------ Defense +1 (+1 eff.) Fatigue -2% other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Morbuspyre (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 42% * 10% chance to reduce armor by 19% defense ------ Armor +7 Fatigue +22% Resistance +18% lightning +9% cold +6% acid A suit of armour made of metal plates. |
Inventory
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+8 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Umbrastreak the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +10.00% Mindpower +5 (+3 eff.) defense ------ Resistance +3% darkness other ------- Masteries +0.12 Technique/Battle tactics Amulets make your neck look great! |
Urthuremnir0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +2 Mag +5 Wil offense ------ Critical power +15.00% Mindpower +5 (+3 eff.) defense ------ Mind save +9 (+4 eff.) other ------- Max psi +20.00 See Invisibility +9 Amulets make your neck look great! |
Tempestrune0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Con offense ------ Damage +13% blight Ignore resists +20% acid defense ------ Resistance +13% blight +3% lightning other ------- Light +1 Infravision +3 See Invisibility +3 Rings make your fingers look great! |
Shimmerwarden the steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Psionic Weapon Damage 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +16 lightning +8 darkness On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Ignore resists +25% lightning defense ------ Resistance +9% darkness Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Olutofang (30-45 power, 12 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Critical Rate +1.0% Attack Speed 100% Ignore Shields +16% On-hit +10 light +4 blight Damage Against +12% Undead On Critical: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 While equipped: Stats +1 Dex +1 Wil offense ------ Ignore resists +15% blight Massive two-handed mauls. |
Spellcrusher (32-48 power, 4 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Nature/Disrupt Weapon Damage 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +4.0% Attack Speed 100% On-hit +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con offense ------ Damage +25% nature defense ------ Spell save +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Surefire4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+2 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 205.90 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Breguleg the drakeskin leather sling4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 [Random Unique] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-crit, radius 2 +23 acid +25 nature While equipped: Stats +4 Str offense ------ Physical Power +10 (+3 eff.) Damage +14% physical Ignore resists +16% acid +12% nature Ignore Armor +8 defense ------ Resistance +3% blight +6% nature +6% acid Spell save +6 (+2 eff.) other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Elebretha the Sunsnake (10-12 power, 2 apr, cold 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: Stats +1 Str offense ------ Spell Crit +1% Spellpower +3 (+3 eff.) Damage +6% mind +10% cold defense ------ Defense +6 (+3 eff.) Resistance +6% light other ------- Light +2 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 62.64 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. |
Emetha the yew vilestaff (22-26 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane/Master Weapon Damage 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Critical power +11.00% Spellpower +13 (+8 eff.) Spellpower/crit +5 Damage +22% darkness defense ------ Resistance +6% mind +5% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, nature element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+9 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+5 eff.) other ------- Talents +1 Command Staff Cure up to 3 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Poltergeist's steel waraxe 'Lorozilandil' (11-15 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +7 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Wil +2 Mag offense ------ Physical Crit +6.0% defense ------ Armor +2 Resistance +2% all Crit Resistance 10.00% other ------- See Invisibility +3 One-handed war axes. |
Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ 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. |
Salonn the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Critical power +10.00% Ignore Armor +3 When Hit 2 physical defense ------ Defense +8 (+4 eff.) Stealth +6 other ------- Max stamina +20.00 A belt that goes around your waist. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+4 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- 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 On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
elven-silk robe 'Rholemas' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +11 Mag +10 Wil offense ------ Critical power +10.00% Damage +24% blight +15% physical +20% temporal Ignore resists +9% temporal +5% arcane +11% physical Ignore Shields +10% defense ------ Resistance +24% blight +15% all Anomaly Control +14 other ------- Mana/turn +0.24 Psi/turn +0.23 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Baligogrim the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Damage +3% physical Accuracy +10 (+3 eff.) Ignore Armor +5 defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Delisin (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun offense ------ Mind Crit +2% Critical power +5.00% Damage +6% mind defense ------ Armor +1 Resistance +6% fire +7% cold other ------- Hate-on-crit +3.00 A pair of boots made of leather. |
pair of iron boots 'Frozendeath' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun offense ------ Mind Crit +1% Ignore resists +10% cold defense ------ Armor +3 Fatigue +2% Resistance +6% blight +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+1 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+4 eff.) Mind save +12 (+6 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
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 (+4 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. |
steel shield 'Aratta' (0 def, 4 armour, 16-20 power, 39 block)7.0 Encumbrance T2 shield armor [Rare] Master When used to Attack: Weapon Damage 16.5 - 19.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +39 While equipped: offense ------ Spell Crit +3% Spellpower +10 (+7 eff.) Mindpower +20 (+10 eff.) Damage +6% arcane +15% blight defense ------ Armor +4 Fatigue +8% Resistance +15% lightning other ------- Max vim +40.00 Talents +1 Block Handheld deflection devices. |
Amudin (8/15, 28-40 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Nature/Master Weapon Damage 28.5 - 39.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +7 Critical Rate +1.5% Capacity 15 On-ranged-hit +12 fire On-crit, radius 2 +8 fire Arrows are used with bows to pierce your foes to death. |
Quenchworth (22/22, 16-22 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Nature Weapon Damage 15.5 - 21.7 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 22 On-ranged-hit +12 acid +14 fire +20 cold On-Hit, radius 1 +4 acid +4 cold On-crit, radius 2 +12 acid +9 fire Arrows are used with bows to pierce your foes to death. |
5 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. |
70 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. |
7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance 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. |
6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glareleba (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Critical power +11.00% Physical Power +5 (+2 eff.) Ignore resists +10% physical Accuracy +15 (+4 eff.) Ignore Armor +4 defense ------ Resistance +6% lightning other ------- EQ when Hit +0.04 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Nerudathra (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Dex defense ------ Resistance +3% nature Life +20.00 Silence Resist +10% other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 Encumbrance 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 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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 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. |
pouch of iron shots 'Belann' (17/17, 22-26 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 22.0 - 26.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +6.0% Capacity 17 Projectile Speed +100% On-ranged-hit +4 arcane While equipped: other ------- Reload +3 Shots are used with slings to pummel your foes to death. |
10 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. |
supercharged ash wand of lightning storm [power 230] (19 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (230 total damage) Puts all charms on 19 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By Boot the Cornac Bulwark level 12
43rd Dusk 122nd year of Ascendancy at 15:40 see stats
Exterminator
Killed 1000 creatures.By Boot the Cornac Bulwark level 19
67th Haze 122nd year of Ascendancy at 12:51 see stats
Level 10
Got a character to level 10.By Boot the Cornac Bulwark level 10
1st Flare 122nd year of Ascendancy at 02:35 see stats
Level 20
Got a character to level 20.By Boot the Cornac Bulwark level 20
45th Regrowth 123rd year of Ascendancy at 07:32 see stats
That was close
Killed your target while having only 1 life left.By Boot the Cornac Bulwark level 17
43rd Haze 122nd year of Ascendancy at 18:25 see stats
The Arena
Unlocked Arena mode.By Boot the Cornac Bulwark level 5
78th Pyre 122nd year of Ascendancy at 20:07 see stats
The secret city
Discovered the truth about mages.By Boot the Cornac Bulwark level 15
67th Dusk 122nd year of Ascendancy at 07:12 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Boot the Cornac Bulwark level 18
57th Haze 122nd year of Ascendancy at 05:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Boot the Cornac Bulwark level 19
71st Haze 122nd year of Ascendancy at 20:44 see stats
Log
Lava floor burns Boot!
Something hits Boot for (29 blocked), 0 fire (0 total damage).
You are unable to move!
You are unable to move!
Boot deactivates Last Stand.
Boot shrugs off Something's 'Weakness Disease'!
Boot is knocked back!
Something receives 25 healing from Boot.
Grand Corruptor's bloodspring area effect hits Boot for 86 blight damage.
Something hits Boot for 208 blight damage.
Lava floor burns Boot!
Something hits Boot for 59 fire damage.
Lava floor heals Something!
Something receives 62 healing.
Lava floor burns Boot!
Something hits Boot for 83 fire damage.
Boot hits Something for 188 physical, 6 darkness, 10 light, 4 mind (207 total damage).
Lava floor heals Grand Corruptor!
Grand Corruptor casts Blood Grasp.
Grand Corruptor receives 106 healing.
Grand Corruptor's Blood Grasp hits Boot for 122 blight damage.
Grand Corruptor receives 24 healing from Grand Corruptor's Blood Grasp.
Grand Corruptor deactivates Fearscape.
Lava floor burns Boot!
Grand Corruptor hits Boot for 71 fire damage.
Boot the level 20 cornac bulwark was burnt to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!

























































































