
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 | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 21 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 6th Dusk 122nd year of Ascendancy at 18:46 0 / 6Killed by Batdarjas the shalore at level 18 on the 71st Dusk 122nd year of Ascendancy at 20:02 Killed by Assassin Lord at level 19 on the 22nd Haze 122nd year of Ascendancy at 12:43 Killed by Assassin Lord at level 19 on the 22nd Haze 122nd year of Ascendancy at 14:32 Killed by Poletira the sabertooth tiger at level 20 on the 76th Haze 122nd year of Ascendancy at 07:22 Killed by Layebrema the oozing horror at level 21 on the 10th Decay 122nd year of Ascendancy at 20:31 |
Primary Stats
| Strength | 59 (base 50) |
| Dexterity | 10 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 61 (base 42) |
| Willpower | 25 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | -4/618 |
| Mana | 159/320 |
| Stamina | 194/218 |
| Positive | 35/110 |
| Healing Factor | 1.1472895330003 |
| Regeneration | 12.907007246254 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 3 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 112 |
| Accuracy | 46 |
| Crit Chance | 30% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +8% |
| Light | +2% |
| Blight | +17% |
| Physical | +23% |
| Cold | +8% |
| All | +2% |
Offense: Damage Penetration
| Fire | +15% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 35 |
| Mental Save | 7 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Light | + 40%( 70%) |
| Darkness | + 21%( 70%) |
| Physical | + 19%( 70%) |
| Fire | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Knockback Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 54% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 266 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 55 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.44 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 Lady Zoisla the Tidebringer. Escort: injured seer (level 2 of Norgos Lair) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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 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 naga tongue. * You've found the needed ice ant stinger. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * '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.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed vial of wight ectoplasm. * '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.' | 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 within20 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Glimmerfurnace (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +7 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +10 (+4 eff.) S.pwr/crit +4 Melee Ret 8 light ----- def ----- Armour +1 Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.17 Max.mana +25.00 A pair of boots made of leather. |
| Light source | Yvigann the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: ----- def ----- Defense +10 (+5 eff.) Resists +3% acid Crit.chn- 10.00% Phys.save +18 (+6 eff.) Confus- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Zasarin (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +3% fire Phys.save +9 (+3 eff.) Spell.save +3 (+2 eff.) A cap made of leather. |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 52 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | solipsist's steel ring of life0.1 T2 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Max.HP +44.00 HP.reg +8.00 Heal.mod +11% Rings make your fingers look great! |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 114.59 You won the Ring of Blood trial, and this is your reward. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Sunwend the voratun greatmaul (64-97 power, 4 apr)5.0 T5 greatmaul 2H weapon [Rare] Master Power 64.5 - 96.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Hit.r1 +12 nature +8 light On Crit.r2 +4 darkness +4 light On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Dmg.mod +3% darkness ----- def ----- Resists +9% light Massive two-handed mauls. |
| On hands | Halagarach the Treebright (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +3 Wil +2 Cun dps ---------- Melee+ 11 darkness Dmg.mod +3% darkness Res.pen +10% cold On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness Crit.chn- 5.00% 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. |
| Main armor | reinforced leather armour 'Elenylen' (12 def, 7 armour)9.0 T4 light armor [Rare] Master While equipped: Stats +6 Str +4 Mag dps ---------- Dmg.mod +15% blight ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +14% darkness +9% physical Crit.chn- 10.00% ---------- misc Light +1 Infravis +3 See.Invis +6 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
| Cloak | Blizzardnigh (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% physical +6% cold Res.pen +15% fire Acc +28 (+10 eff.) Apr +6 ----- def ----- Defense +3 (+2 eff.) Fatigue -10% Max.HP +75.00 ---------- misc Stam/turn +2.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | warrior's steel amulet of mastery (0.14 Celestial / Chants)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Masteries +0.14 Celestial/Chants Amulets make your neck look great! |
Inventory
restful copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
gladiator's stralite ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +5 Str +8 Con dps ---------- Phys.pwr +5 (+1 eff.) Rings make your fingers look great! |
gold ring 'Kakath'0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Con dps ---------- Crit.mult +15.00% Res.pen +10% mind ----- def ----- Spell.save +13 (+6 eff.) Blind- +29% Silence- +35% ---------- misc Mana/turn +0.10 Equi/ret +0.04 Max.stam +13.00 Infravis +4 See.Stealth +14 See.Invis +13 Rings make your fingers look great! |
Charblur the dwarven-steel battleaxe (32-47 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Psionic Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +8 acid On Crit.r2 +12 acid +12 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +10% fire Melee Ret 2 fire ----- def ----- Resists +3% cold Massive two-handed battleaxes. |
Xanythra the Lightsquall (32-49 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 32.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 10% chance to slow global speed by 44% While equipped: dps ---------- Res.pen +5% light Acc +10 (+4 eff.) Melee Ret 2 acid ----- def ----- Defense +12 (+6 eff.) Resists +12% light Disarm- +34% Massive two-handed battleaxes. |
plaguebringer's dwarven-steel battleaxe of massacre (40-59 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane/Master Power 39.5 - 59.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 22 While equipped: ----- def ----- Disease- +21% Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal 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! |
Rotveil the dwarven-steel greatmaul (39-58 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 39.0 - 58.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +12 fire While equipped: Stats +1 Wil dps ---------- Spell.crit +1% Dmg.mod +3% nature +6% blight Melee Ret 4 blight ----- def ----- Crit.chn- 15.00% ---------- misc Mana/turn +0.16 Massive two-handed mauls. |
Dourpierce the dwarven-steel greatsword (34-55 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Arcane Power 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 darkness +20 cold On Crit.r2 +12 darkness While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +3% mind Res.pen +5% physical On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +6% mind Massive two-handed swords. |
Nerita the Cloudpain (24-38 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +4 lightning While equipped: Stats +1 Dex +4 Wil +2 Cun dps ---------- Dmg.mod +3% lightning ----- def ----- Crit.chn- 5.00% ---------- misc Infravis +1 Massive two-handed swords. |
stralite greatsword 'Umbrabile' (50-80 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Arcane Power 50.0 - 80.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +20 cold On Hit.r1 +12 cold While equipped: dps ---------- Res.pen +20% darkness +10% cold On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +6% darkness Massive two-handed swords. |
Staff of Destruction (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+4 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
Ravenbender the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +10% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% * 10% chance to reduce all saves and defense by 18 ----- def ----- Defense +2 (+1 eff.) Resists +3% darkness ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +6 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
slimy woollen robe of lightning (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% lightning On Melee Ret: * 5% chance to slow global speed by 44% * 4 arcane resource burn ----- def ----- Resists +16% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 29% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Ulymnir (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Dmg.mod +9% mind +3% temporal Res.pen +10% arcane ----- def ----- Armour +5 Fatigue +2% ---------- misc Max.hate +2.00 Infravis +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 rough leather boots 'Aretira' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +4 Cun +2 Con ----- def ----- Armour +1 Crit.chn- 15.00% Phys.save +10 (+3 eff.) Mind.save +12 (+12 eff.) 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. |
Galyrig (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +1 Wil dps ---------- Melee Ret 10 acid ----- def ----- Armour +1 Fatigue +1% Resists +5% cold ---------- misc Light +2 Breathe water A cap made of leather. |
iron helm 'Floeriver' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Wil +1 Cun +3 Con dps ---------- Mind.crit +1% Phys.pwr +3 (+1 eff.) Mind.pwr +10 (+5 eff.) Melee Ret 6 cold ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Duvedor the Smearwrack (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +9 Str +4 Cun dps ---------- Mind.crit +1% Mind.pwr +5 (+2 eff.) Res.pen +10% nature +25% cold On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +13 Fatigue +22% Resists +11% darkness +9% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Eilinywe the dwarven-steel plate armour (0 def, 16 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +3 Mag +6 Con ----- def ----- Armour +16 Fatigue +22% Resists +3% nature Disease- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of metal plates. |
dwarven-steel plate armour of the deep (0 def, 13 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +7% acid +8% cold ---------- misc Breathe water A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc 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. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
2 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
246 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid 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 When used as an alchemist bomb: Mana regain 20 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 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Dimwilder the brass lantern2.0 T1 lite [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Crit.mult +10.00% Dmg.mod +3% darkness Melee Ret 13 fire ----- def ----- Resists +6% darkness +5% fire ---------- misc Mana/s.crit +1.00 Max.vim +30.00 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. |
Lisolaith the alchemist's lamp0.0 T3 lite [Rare] Arcane While equipped: Stats +1 Con +4 Mag dps ---------- Mind.crit +3% Spell.pwr +10 (+4 eff.) Res.pen +5% mind Melee Ret 2 blight ----- def ----- Resists +9% blight ---------- misc Light +6 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Max.HP +41.00 ---------- 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of 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. |
4 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Artemis the Cornac Sun Paladin level 20
71st Haze 122nd year of Ascendancy at 18:36 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Artemis the Cornac Sun Paladin level 20
77th Haze 122nd year of Ascendancy at 04:24 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Artemis the Cornac Sun Paladin level 21
77th Haze 122nd year of Ascendancy at 22:47 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Artemis the Cornac Sun Paladin level 10
8th Mirth 122nd year of Ascendancy at 16:38 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Artemis the Cornac Sun Paladin level 20
47th Haze 122nd year of Ascendancy at 08:56 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Artemis the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 05:16 see stats
Merry wintertide! (Nightmare (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Artemis the Cornac Sun Paladin level 20
47th Haze 122nd year of Ascendancy at 21:01 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Artemis the Cornac Sun Paladin level 19
22nd Haze 122nd year of Ascendancy at 17:51 see stats
Santassacre! (Nightmare (Adventure) difficulty)
Killed the little helper elves after saving them!By Artemis the Cornac Sun Paladin level 20
47th Haze 122nd year of Ascendancy at 21:01 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Artemis the Cornac Sun Paladin level 19
47th Haze 122nd year of Ascendancy at 08:45 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Artemis the Cornac Sun Paladin level 8
4th Mirth 122nd year of Ascendancy at 16:16 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Artemis the Cornac Sun Paladin level 14
17th Dusk 122nd year of Ascendancy at 21:59 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Artemis the Cornac Sun Paladin level 21
79th Haze 122nd year of Ascendancy at 21:12 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Artemis the Cornac Sun Paladin level 18
38th Dusk 122nd year of Ascendancy at 04:35 see stats
Log
Artemis is poisoned!
Something damages himself through Martyrdom!
Artemis hits Something for 7 physical, 6 physical (13 total damage).
Something hits Artemis for 68 physical, 59 physical (127 total damage).
Something hits Artemis for 27 nature damage.
Artemis casts Judgement.
Talent Rune: Shielding is ready to use.
Deadly Poison from Layebrema the oozing horror hits Artemis for 25 nature damage.
Something performs a melee critical strike against Artemis!
Artemis deactivates Second Life.
Artemis has been healed by a blast of positive energy!
Something hits Artemis for 27 nature damage.
Something hits Artemis for 0 physical, 46 physical (46 total damage).
Artemis receives 179 healing.
Artemis receives 54 healing from Something.
Artemis receives 2 healing from Bloodcaller.
Talent Stunning Blow is ready to use.
Talent Death Dance is ready to use.
Deadly Poison from Layebrema the oozing horror hits Artemis for 25 nature damage.
Something hits Artemis for 27 nature damage.
Something performs a melee critical strike against Artemis!
Something hits Artemis for 66 physical, 52 physical (118 total damage).
Artemis casts Bathe in Light.
Poison bursts out of Artemis's corpse!
Artemis is not disabled anymore.
Artemis recovers sight.
Deadly Poison from Layebrema the oozing horror hits Artemis for 25 nature damage.
Artemis the level 21 cornac sun paladin was splurged to death by Layebrema the oozing horror on level 1 of Daikara.





































































































