











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 21 / 88% |
| Size | huge |
| Lifes / Deaths | Killed by Nerira the sandworm at level 18 on the 37th Dusk 122nd year of Ascendancy at 19:13 2 / 3Killed by ritch flamespitter at level 21 on the 12nd Haze 122nd year of Ascendancy at 19:05 Killed by Bethorin the hornet swarm at level 21 on the 41st Haze 122nd year of Ascendancy at 13:47 |
Primary Stats
| Strength | 73 (base 50) |
| Dexterity | 9 (base 10) |
| Constitution | 20 (base 11) |
| Magic | 51 (base 44) |
| Willpower | 10 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | 516/516 |
| Mana | 220/220 |
| Stamina | 170/170 |
| Positive | 110/110 |
| Healing Factor | 1.0870588855781 |
| Regeneration | 7.8811769204412 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 4 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 41 |
| Crit Chance | 19% |
| APR | 26 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Physical | +3% |
| Cold | +4% |
| All | 0% |
| Darkness | +3% |
| Light | +6% |
| Lightning | +3% |
| Fire | 0% |
| Nature | +4% |
Offense: Damage Penetration
| Physical | +64% |
| Darkness | +5% |
| Fire | +10% |
| Light | +15% |
Defense: Base
| Armour (hardiness) | 34.551211628464 (73.607947236566%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 29 |
| Physical Save | 29 |
| Spell Save | 27 |
| Mental Save | 15 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 23%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 36%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 124 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: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 406 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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%. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Magic 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed red crystal shard. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed giant spider spinneret. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glarewind (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Dmg.mod +6% light Res.pen +9% physical On Hit (Melee): * 20% chance to slow global speed by 33% ----- def ----- Armour +3 Resists +3% blight +5% arcane +18% lightning ---------- misc See.Invis +3 A pair of boots made of leather. |
| Light source | Velynn1.0 T3 lite [Rare] Nature While equipped: Stats +4 Str +2 Wil +4 Cun +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +20% physical ----- def ----- Resists +8% blight HP.reg +7.00 ---------- misc Light +4 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Flashsmasher (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Armour +2 Fatigue +1% Resists +3% light Die.at -80.00 life ---------- misc Max.stam +10.00 Infravis +1 A cap made of leather. |
| On hands | Radiancehunger the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature While equipped: dps ---------- Melee+ 8 acid 5 cold 6 nature Dmg.mod +5% acid +4% cold +4% nature Res.pen +10% light Melee Ret 2 arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +6% cold +7% nature +5% arcane ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Phoenixhunter the dwarven-steel pickaxe (dig speed 21 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str dps ---------- Res.pen +5% light +10% fire Apr +8 ----- def ----- Resists +12% cold +12% nature +15% fire While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Silotta the Unlightglory0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +3% lightning +3% darkness Res.pen +5% physical Apr +2 ----- def ----- Armour +6 Defense +10 (+5 eff.) Rings make your fingers look great! |
| On fingers | mule's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Fatigue -5% ---------- misc Max.enc +21 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 91% 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 | copper amulet 'Gykira'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +1 Con dps ---------- Crit.mult +10.00% Phys.pwr +10 (+2 eff.) Res.pen +10% physical Apr +1 ----- def ----- Resists +12% temporal Pinning- +22% Knockbk- +22% ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
| In main hand | Frigidmonster the dwarven-steel longsword (38-53 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 38.0 - 53.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +16 cold While equipped: dps ---------- Phys.crit +3.0% Apr +2 Melee Ret 4 cold ----- def ----- Resists +3% cold ---------- misc Stam/turn +2.00 Sharp, long, and deadly. |
| Around waist | Dagugorn the Glimmerrebel1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +1.0% Phys.pwr +3 (+0 eff.) Acc +15 (+5 eff.) Apr +1 ----- def ----- Spell.save +5 (+2 eff.) Die.at -40.00 life ---------- misc Light +1 Size +1 A belt that goes around your waist. |
| In off hand | Voidtrencher the dwarven-steel shield (0 def, 6 armour, 32-39 power, 80.5 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 32.5 - 39.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 On Crit.r2 +8 darkness While equipped: dps ---------- Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 8% * 20% chance to reduce all saves and defense by 8 ----- def ----- Armour +6 Fatigue +8% Resists +6% blight +21% fire ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Tempestreeve (11 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +3% physical Res.pen +20% physical Melee Ret 2 lightning ----- def ----- Defense +11 (+5 eff.) Phys.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Die.at -70.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron plate armour 'Eilinugana' (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +7 Fatigue +22% Resists +16% lightning +6% nature +3% blight Spell.save +3 (+1 eff.) A suit of armour made of metal plates. |
Inventory
healing infusion (heal 64; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 64 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 532%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 532% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 20%; mental; dur 4; cd 16)0.1 infusion scroll [Ego] 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 mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-7 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Quenchtyphoon the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Dmg.mod +3% mind ----- def ----- Resists +11% light +12% darkness Mind.save +9 (+7 eff.) Blind- +21% Amulets make your neck look great! |
clarifying copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% mind Confus- +20% Amulets make your neck look great! |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
Emomidawyn0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +11% lightning +3% physical Res.pen +15% physical Apr +4 ----- def ----- Resists +22% lightning Spell.save +6 (+3 eff.) Rings make your fingers look great! |
copper onyx ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Acc +8 (+3 eff.) Apr +9 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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 91% 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! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+5 eff.) Confus- +20% Rings make your fingers look great! |
gold ring 'Galeharaldir'0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +4 Mag +3 Wil +1 Cun +4 Con dps ---------- Dmg.mod +14% darkness +3% blight ----- def ----- Resists +28% darkness Rings make your fingers look great! |
wizard's copper ring of arcana (+0.11/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Silence- +22% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
plaguebringer's steel dagger of erosion (13-17 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane/Nature Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 blight +5 nature On Hit: 20% Epidemic 2 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 19 While equipped: ----- def ----- Disease- +11% Sharp, short and deadly. |
steel dagger 'Oakraze' (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Nature 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% Melee+ +9 nature On Hit.r1 +8 nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% light Res.pen +15% nature ---------- misc Infravis +2 Sharp, short and deadly. |
truestriking dwarven-steel dagger of persecution (17-22 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Disrupt/Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Against +5% Unnatural While equipped: Stats +3 Wil dps ---------- Res.pen +7% physical Acc +5 (+2 eff.) Apr +8 Sharp, short and deadly. |
slime-covered steel greatmaul of massacre (36-55 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Disrupt/Master Power 36.5 - 54.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 10% chance to slow global speed by 33% Massive two-handed mauls. |
steel greatmaul (30-46 power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
dwarven-steel greatsword (33-53 power, 2 apr)3.0 T3 greatsword 2H weapon [Normal] Power 33.0 - 52.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 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. |
Borestir the iron longsword (18-24 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +3% mind ---------- misc See.Invis +9 Sharp, long, and deadly. |
Corruptionpiercer the iron longsword (12-18 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +12 blight On Hit.r1 +6 fire On Crit.r2 +4 blight While equipped: dps ---------- Dmg.mod +6% blight On Hit (Melee): * 20% chance to slow global speed by 33% Sharp, long, and deadly. |
acidic steel mace of daylight (12-18 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 light Against +7% Undead On Crit: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 Blunt and deadly. |
hateful iron mace (12-18 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Psionic Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 darkness Against +5% Living Blunt and deadly. |
iron mace (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
vined mindstar 'Pyreire' (6-7 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature/Psionic Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +8 cold On Hit.r1 +16 darkness On Crit.r2 +16 fire While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) Res.pen +5% fire ----- def ----- Resists +12% cold +6% fire Spell.save +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cinderburst4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 acid On Hit.r1 +16 fire While equipped: dps ---------- Dmg.mod +13% acid +3% fire +6% arcane Res.pen +10% arcane ----- def ----- Resists +18% fire Slings are used to hurl stones or metal shots at your foes. |
Silyramina the hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Str +2 Cun dps ---------- Phys.pwr +7 (+1 eff.) Mind.pwr +25 (+16 eff.) On Hit (Ranged): * 20 arcane resource burn ----- def ----- Resists +3% nature +12% lightning ---------- misc Equi/ret +0.16 Slings are used to hurl stones or metal shots at your foes. |
ethereal yew magestaff (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+6 eff.) Dmg.mod +20% cold Phasing +10% ----- def ----- Defense +15 (+7 eff.) Shield.pwr +8% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of illumination (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% fire ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 86.89 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. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +5% cold A belt that goes around your waist. |
rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Mind.save +7 (+6 eff.) A belt that goes around your waist. |
Frozenwolf the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Con dps ---------- Dmg.mod +9% cold ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
ancient woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +7% temporal +8% physical Res.pen +8% temporal +7% physical ----- def ----- Resists +9% all Anom.red +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of light (+18%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +12% light ----- def ----- Resists +18% light +11% all ---------- misc Mana/turn +0.16 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dazzledash (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Mag +2 Wil +3 Con ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +11% ---------- misc Light +2 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Relgulen the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Wil ----- def ----- Armour +4 Fatigue +3% Resists +17% lightning +6% temporal +6% mind ---------- misc Light +2 Infravis +1 See.Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blood-soaked pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Scaldmaim' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +20 (+5 eff.) Apr +2 Melee Ret 4 fire ----- def ----- Armour +3 Fatigue -6% Resists +2% physical Phys.save +5 (+2 eff.) ---------- misc Max.enc +32 Max.stam +10.00 A pair of boots made of leather. |
pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +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. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Saliletta (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +7 Cun +3 Mag dps ---------- Phys.crit +3.0% Mind.crit +2% Phys.pwr +5 (+1 eff.) Dmg.mod +5% arcane +6% physical ----- def ----- Armour +2 ---------- misc Max.stam +10.00 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. |
cinder dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 fire Dmg.mod +5% fire Acc +10 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Faledraldir the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +3% Resists +12% light +11% cold Phys.save +3 (+1 eff.) Blind- +20% ---------- misc Breathe water A cap made of leather. |
Gloomkiller the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% nature +6% mind Res.pen +25% arcane Melee Ret 4 arcane 10 darkness ----- def ----- Defense +2 (+1 eff.) Resists +15% nature +6% mind A pointy cloth hat, very wizardly... |
Lisirakira the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Mind.crit +1% On Hit (Melee): * 20% chance to slow global speed by 33% ----- def ----- Armour +4 Fatigue +4% Resists +3% acid +6% temporal +7% blight +8% nature +1% physical Confus- +10% Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Velora' (20 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Con dps ---------- Phys.pwr +25 (+6 eff.) Apr +2 ----- def ----- Armour +4 Defense +20 (+10 eff.) Fatigue +4% Phys.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rejuvenating steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid HP.reg +2.60 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +17% lightning A suit of armour made of leather. |
dwarven-steel shield (0 def, 6 armour, 29-35 power, 76 block)7.0 T3 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 29.0 - 34.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield 'Tempestraze' (0 def, 6 armour, 30-35 power, 79 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 29.5 - 35.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +79 On Hit: * 14% chance to reduce armor by 29% While equipped: dps ---------- Melee+ 7 acid Dmg.mod +9% lightning Melee Ret 4 acid ----- def ----- Armour +6 Fatigue +8% Resists +9% lightning +9% fire +3% light ---------- misc Talents +1 Block Handheld deflection devices. |
shocking steel shield (0 def, 4 armour, 17-20 power, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 17.0 - 20.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 While equipped: dps ---------- Melee+ 8 lightning Melee Ret 3 lightning ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of cold resistance (+17%) (0 def, 4 armour, 12-14 power, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 12.0 - 14.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
99 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. |
3 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. |
4 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. |
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. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +2 Cun dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Arcscar0.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% mind Res.pen +10% lightning +25% blight ----- def ----- Mind.save +7 (+6 eff.) ---------- misc Light +6 See.Stealth +11 See.Invis +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
Ce'Nibrena the Flashkin2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +12% physical Melee Ret 10 fire ----- def ----- Armour +6 Resists +12% fire ---------- misc Light +3 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. |
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.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
brass lantern 'Getyledir'2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+3 eff.) ----- def ----- Phys.save +3 (+1 eff.) Mind.save +3 (+3 eff.) Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +3 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. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 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 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 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. |
elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Lex the Ogre Sun Paladin level 21
69th Dusk 122nd year of Ascendancy at 18:23 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Lex the Ogre Sun Paladin level 10
2nd Flare 122nd year of Ascendancy at 02:38 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Lex the Ogre Sun Paladin level 20
52nd Dusk 122nd year of Ascendancy at 20:03 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Lex the Ogre Sun Paladin level 19
46th Dusk 122nd year of Ascendancy at 15:16 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Lex the Ogre Sun Paladin level 12
1st Dusk 122nd year of Ascendancy at 10:14 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Lex the Ogre Sun Paladin level 11
3rd Flare 122nd year of Ascendancy at 10:53 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Lex the Ogre Sun Paladin level 21
57th Dusk 122nd year of Ascendancy at 13:57 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Lex the Ogre Sun Paladin level 15
9th Dusk 122nd year of Ascendancy at 14:32 see stats
Log
Talent Block is ready to use.
Shield of Light hits Lex for 8 healing, 8 healing (0 total damage) [17 healing].
Poison from Bethorin the hornet swarm hits Lex for 30 nature damage.
Deep Wound from Bethorin the hornet swarm hits Lex for 46 physical damage.
Lex receives 8 healing from Shield of Light.
Something hits Lex for 88 physical damage.
A shield forms around Lex.
Lex receives 11 healing from Something.
Your shield crumbles under the damage!
The shield around Lex crumbles.
Lex receives 8 healing from Shield of Light.
Something hits Lex for (11 absorbed), 78 physical (78 total damage).
Lex resists the blow!
Lex rearms.
Lex is not crippled anymore.
Lex speeds up.
Shield of Light hits Lex for 8 healing, 8 healing (0 total damage) [17 healing].
Poison from Bethorin the hornet swarm hits Lex for 30 nature damage.
Deep Wound from Bethorin the hornet swarm hits Lex for 46 physical damage.
Lex is confused and fails to use Rune: Blink.
Lex receives 8 healing from Shield of Light.
Something hits Lex for 108 physical damage.
Lex the level 21 ogre sun paladin was shattered to death by Bethorin the hornet swarm on level 1 of Ruined Dungeon.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed Lex!
Saving game...
Saving done.







































































































