
















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 | Male |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 18 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 12:55 0 / 6Killed by Polavena the black bear at level 7 on the 2nd Mirth 122nd year of Ascendancy at 23:47 Killed by Lrodiayo the thalore at level 14 on the 68th Dusk 122nd year of Ascendancy at 08:55 Killed by bandit at level 15 on the 74th Dusk 122nd year of Ascendancy at 05:54 Killed by skeleton warrior at level 17 on the 22nd Haze 122nd year of Ascendancy at 01:46 Killed by Blood Master at level 18 on the 26th Haze 122nd year of Ascendancy at 20:08 |
Primary Stats
| Strength | 42 (base 29) |
| Dexterity | 21 (base 10) |
| Constitution | 23 (base 15) |
| Magic | 50 (base 40) |
| Willpower | 12 (base 10) |
| Cunning | 30 (base 19) |
Resources
| Life | -132/468 |
| Mana | 59/212 |
| Stamina | 109/173 |
| Healing Factor | 1.3099022211822 |
| Regeneration | 11.199663991108 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 26.446758763835 |
| See Invisible | 36.446758763835 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 27 |
| Crit Chance | 12% |
| APR | 28 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Arcane | +44% |
| Cold | +8% |
| All | +2% |
| Lightning | +13% |
| Light | +15% |
| Darkness | +8% |
| Mind | +8% |
| Nature | +12% |
Offense: Damage Penetration
| Acid | +15% |
| Light | +5% |
| Physical | +25% |
| Darkness | +5% |
| Arcane | +10% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 2 |
| Physical Save | 29 |
| Spell Save | 30 |
| Mental Save | 30 |
Defense: Resistances
| Blight | + 16%( 70%) |
| Arcane | + 14%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 59%( 70%) |
| Temporal | + 20%( 70%) |
| Darkness | + 38%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
| Poison Resistance | 25% |
| Blind Resistance | 42% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 4 blight, 3 nature, 4 temporal |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 529% 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 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. | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | Halefast the Morningwend (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +5% acid Apr +3 On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Armour +3 Fatigue +2% Resists +3% blight +3% light +6% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Unlightrace the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +6% darkness Res.pen +5% darkness ----- def ----- Armour +3 Fatigue +5% Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.08 Max.hate +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Polona [power 374] (13 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +30% arcane Res.pen +10% arcane ----- def ----- Resists +5% arcane Sting an enemy dealing 419 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% lightning Acc +6 (+3 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
| On fingers | wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
| Around waist | Aeryth the Vilebearer1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% mind +10% acid On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Fatigue -5% Resists +6% nature ---------- misc Max.enc +21 A belt that goes around your waist. |
| In main hand | Spectral Blade (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
| On hands | Snowbreak (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Armour +2 Resists +6% lightning +6% fire +12% temporal Crit.chn- 5.00% HP.reg +6.00 ---------- misc Stam/turn +0.80 Max.stam +17.00 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. |
| Main armor | verdant woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +5% blight +9% all Max.HP +41.00 HP.reg +2.30 Heal.mod +10% Poison- +25% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Glowriver' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% light +25% physical ----- def ----- Defense +7 (+6 eff.) Phys.save +6 (+3 eff.) Die.at -60.00 life ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Arorion0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% acid +12% arcane Melee Ret 4 acid ----- def ----- Resists +22% light +26% darkness Phys.save +10 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save +17 (+8 eff.) Blind- +42% Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 599%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 599% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; physical; dur 2; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
Cinderward (10-13 power, 10 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +4.0% Atk.spd 100% While equipped: Stats +1 Str dps ---------- Spell.crit +3% S.pwr/crit +6 Dmg.mod +6% physical Acc +7 (+3 eff.) Melee Ret 4 fire ----- def ----- Spell.save +6 (+3 eff.) Sharp, short and deadly. |
steel dagger 'Radhigar' (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +24 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Mag +2 Wil +3 Cun +1 Con dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) All.spd +2% Res.pen +6% physical +7% fire ----- def ----- Disarm- +12% ---------- misc Infravis +2 Sharp, short and deadly. |
acidic iron greatsword of massacre (23-37 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Massive two-handed swords. |
iron greatsword of massacre (26-42 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Dagolathastir4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +2 Wil +3 Con dps ---------- Dmg.mod +12% blight Res.pen +10% blight On Hit (Ranged): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% temporal Mind.save +6 (+3 eff.) ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 110 life over 5 turns Puts all charms on 17 cooldown Longbows are used to shoot arrows at your foes. |
Yvoyarevena (12-17 power, 10 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +1.0% Atk.spd 100% Phasing +11% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Mag dps ---------- Phys.crit +7.0% Spell.pwr +5 (+2 eff.) S.pwr/crit +10 ---------- misc Mana/s.crit +1.00 Blunt and deadly. |
Silivena4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +100% Ranged+ +7 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +13 (+4 eff.) Dmg.mod +10% fire ----- def ----- Armour +6 ---------- misc Reload +3 Slings are used to hurl stones or metal shots at your foes. |
cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +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. |
Glowhunger the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light +3% temporal Res.pen +10% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% mind HP.reg +0.70 Heal.mod +11% ---------- misc Light +2 A belt that goes around your waist. |
Gyrin the Hailvile (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +3% arcane Res.pen +5% arcane +5% cold Melee Ret 4 cold ----- def ----- Defense +1 (+1 eff.) Resists +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voiddare (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +24% darkness +6% cold Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +1 Resists +7% fire +16% cold A pair of boots made of leather. |
pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +3 Blink to a nearby random location (rad 9) Puts all charms on 22 cooldown A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Ebonylord the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +15% mind +5% blight ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +6% darkness +3% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Issagund (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +1% physical +6% mind +3% cold Mind.save +11 (+5 eff.) Heal.mod +20% Disease- +10% A suit of armour made of mail. |
iron shield 'Korin' (0 def, 12 armour, 60 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 8 lightning Melee Ret 4 lightning ----- def ----- Armour +12 Fatigue +8% Phys.save +6 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of fire resistance (+15%) (0 def, 4 armour, 36 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +15% fire ---------- misc Talents +1 Block Handheld deflection devices. |
121 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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 85 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
soothing dwarven-steel torque of psionic shield [power 69] (22 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 22 cooldown 100% to heal for 38. Torques are made by powerful psionics to store psionic powers. |
3 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Catch that Plumpkin!
Finish the Plumpkin event.By Pufu the Cornac Arcane Blade level 17
22nd Haze 122nd year of Ascendancy at 02:50 see stats
Level 10
Got a character to level 10.By Pufu the Cornac Arcane Blade level 10
5th Mirth 122nd year of Ascendancy at 17:17 see stats
That was close
Killed your target while having only 1 life left.By Pufu the Cornac Arcane Blade level 13
63rd Dusk 122nd year of Ascendancy at 10:38 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Pufu the Cornac Arcane Blade level 18
25th Haze 122nd year of Ascendancy at 17:43 see stats
Log
Pufu is free from the ice.
Talent Lightning is ready to use.
Pufu casts Arcane Reconstruction.
A shield forms around Pufu.
Pufu receives 438 healing.
Melee retaliation hits Blood Master for (2 to psi shield), 0 acid (0 total damage).
Blood Master hits Pufu for (96 to prism), 0 physical, (8 to prism), 0 blight, (23 absorbed), 0 physical, (14 to prism), 0 lightning (0 total damage).
Your shield crumbles under the damage!
The shield around Pufu crumbles.
Melee retaliation hits Blood Master for (2 to psi shield), 0 acid (0 total damage).
Blood Master's Beyond the Flesh hits Pufu for (127 absorbed), 0 physical, (22 absorbed), 1 physical, (14 to prism), 0 lightning (1 total damage).
Pufu casts Lightning.
The demonic soul releases a burst of fire around Blood Master!
Blood Master hits Pufu for 85 physical, (8 to prism), 0 blight, 23 physical, (14 to prism), 0 lightning (108 total damage).
Demonic Soul hits Blood Master for 20 fire damage.
Melee retaliation hits Blood Master for (2 to psi shield), 0 acid (0 total damage).
Pufu hits Blood Master for 106 lightning damage.
Melee retaliation hits Blood Master for (2 to psi shield), 0 acid (0 total damage).
Blood Master's Beyond the Flesh hits Pufu for 92 physical, 23 physical, 14 lightning (129 total damage).
Melee retaliation hits Blood Master for (2 to psi shield), 0 acid (0 total damage).
Blood Master hits Pufu for 83 physical, (8 to prism), 0 blight, 23 physical, 14 lightning (120 total damage).
Pufu casts Teleport.
Melee retaliation hits Blood Master for (2 to psi shield), 0 acid (0 total damage).
Blood Master's Beyond the Flesh hits Pufu for 108 physical, 23 physical, 14 lightning (145 total damage).
Melee retaliation hits Blood Master for (2 to psi shield), 0 acid (0 total damage).
Blood Master hits Pufu for 82 physical damage.
Pufu the level 18 cornac arcane blade was shattered to death by Blood Master on level 3 of Ring of Blood.

























































































