









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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 24 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 6 on the 79th Pyre 122nd year of Ascendancy at 00:15 0 / 8Killed by Elleko the krog at level 8 on the 4th Mirth 122nd year of Ascendancy at 12:58 Killed by skeleton warrior at level 21 on the 28th Haze 122nd year of Ascendancy at 00:07 Killed by Lisadawyn the gigantic corrosive tunneler at level 22 on the 1st Allure 123rd year of Ascendancy at 18:55 Killed by skeleton warrior at level 22 on the 6th Allure 123rd year of Ascendancy at 00:02 Killed by Eilinosetira the Guardian at level 24 on the 5th Regrowth 123rd year of Ascendancy at 17:30 Killed by Xerinor the lesser vampire at level 24 on the 11st Regrowth 123rd year of Ascendancy at 10:35 Killed by Urkis, the High Tempest at level 24 on the 14th Regrowth 123rd year of Ascendancy at 16:53 |
Primary Stats
| Strength | 42 (base 42) |
| Dexterity | 13 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 51 (base 38) |
| Willpower | 45 (base 34) |
| Cunning | 26 (base 10) |
Resources
| Life | -124/551 |
| Positive | 5/119 |
| Stamina | 145/256 |
| Healing Factor | 1.2024166372473 |
| Regeneration | 0.30060415931182 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 7 |
| See Stealth | 10 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 43 |
| Crit Chance | 8% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +5% |
| Arcane | +5% |
| Cold | +3% |
| All | 0% |
| Lightning | +3% |
| Light | +32% |
| Temporal | +6% |
| Mind | +33% |
| Darkness | +12% |
| Fire | +6% |
| Nature | +15% |
Offense: Damage Penetration
| Arcane | +10% |
| Acid | +7% |
| Light | +15% |
| Nature | +7% |
Defense: Base
| Armour (hardiness) | 24 (60%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 7 |
| Physical Save | 38 |
| Spell Save | 32 |
| Mental Save | 22 |
Defense: Resistances
| Physical | + 16%( 70%) |
| Mind | + 30%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 48%( 70%) |
| Temporal | + 32%( 70%) |
| Darkness | + 23%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Confusion Resistance | 30% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 53% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by electric eel. Escort: lone alchemist (level 3 of Trollmire) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by white crystal. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of elder vampire blood. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed hummerhorn wing. * You've found the needed naga tongue. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 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 | Umbrabrand (3 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +9% light +12% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Armor +1 Defense +3 (+2 eff.) Resistance +9% light +6% fire Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(102 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | titan's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Con offense ------ Accuracy +8 (+2 eff.) Ignore Armor +9 defense ------ Defense +8 (+4 eff.) Physical save +6 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 125% 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! |
| On fingers | Shimmerhunt the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +3% lightning +3% light Ignore resists +15% light +10% arcane When Hit 2 lightning defense ------ Resistance +18% lightning Blind Resist +23% other ------- Infravision +4 See Stealth +10 See Invisibility +6 Rings make your fingers look great! |
| Around waist | noble's rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +7 Cun +6 Lck offense ------ Against +16% Summoned defense ------ Resist Against +17% Summoned Stealth +5 other ------- Disarm Traps +6 Infravision +3 A belt that goes around your waist. |
| In main hand | Searreaper (39-58 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Nature Weapon Damage 39.0 - 58.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +12 fire On-crit, radius 2 +24 acid +27 nature While equipped: offense ------ Mindpower +15 (+5 eff.) Damage +3% mind +6% fire Ignore resists +7% acid +7% nature Ignore Armor +13 On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Resistance +3% mind Massive two-handed mauls. |
| On hands | Glareblur (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Damage +3% cold +5% arcane +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Armor +2 Fatigue +3% Resistance +15% mind other ------- Light +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. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | Aeravena the cashmere cloak (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Cun defense ------ Defense +12 (+6 eff.) Resistance +2% physical +12% nature +9% temporal Physical save +10 (+4 eff.) other ------- EQ when Hit +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Anukor the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +4 Con offense ------ Damage +9% mind +6% temporal defense ------ Resistance +12% temporal other ------- Max hate +4.00 Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
ethereal rune (power 10; resist 20%; move 37%; dur 5; cd 21)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 37% faster, and you are invisible (power 10). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 19; resist 28%; move 52%; dur 5; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 28% all resistance, you move 52% faster, and you are invisible (power 19). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Kindlewish'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +12% fire defense ------ Resistance +11% lightning +6% fire Stun Resist +22% Amulets make your neck look great! |
Aerada the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex +3 Mag +3 Con defense ------ Mind save +6 (+3 eff.) Confus Resist +20% other ------- See Invisibility +6 Rings make your fingers look great! |
gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+3 eff.) Ignore Armor +10 defense ------ Defense +9 (+5 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 125% 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! |
wizard's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
arcing steel battleaxe of massacre (34-50 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 33.5 - 50.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage Massive two-handed battleaxes. |
iron greatsword 'Murain' (26-42 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: defense ------ Resistance +9% blight +6% temporal Physical save +3 (+1 eff.) Spell save +6 (+3 eff.) Life +20.00 Disarm Resist +20% Stun Resist +10% Massive two-handed swords. |
voratun greatsword of rage (64-102 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Weapon Damage 63.5 - 101.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Str offense ------ Damage +9% physical Accuracy +27 (+9 eff.) Massive two-handed swords. |
mighty ash longbow of acid4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +15 acid While equipped: Stats +5 Str offense ------ Physical Power +11 (+3 eff.) Damage +15% acid Longbows are used to shoot arrows at your foes. |
Emelubeth (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +2% Critical power +24.00% Spellpower +16 (+7 eff.) On-Hit 22 fire Damage +15% darkness Ignore resists +20% acid defense ------ Armor +6 Defense +6 (+3 eff.) Resistance +12% lightning +3% temporal Crit Resistance 15.00% Life +60.00 Disease Resist +10% other ------- Max mana +50.00 See Invisibility +11 Wards +2 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash vilestaff of wizardry (15-18 power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +2% Spellpower +10 (+5 eff.) Damage +15% blight defense ------ Armor +4 Hardiness +2% Physical save +5 (+2 eff.) other ------- Max mana +23.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's blue-steel trident of evisceration (20-31 power, 8 apr)3.0 Encumbrance T2 trident 2H weapon [Ego++] Arcane/Master Weapon Damage 19.5 - 31.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Attack Speed 100% On-hit +10 blight On Hit: 20% Epidemic level 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 19 On Critical: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +12 (+4 eff.) defense ------ Disease Resist +14% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Glitterquill the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Spellpower +10 (+5 eff.) Damage +6% arcane +12% light defense ------ Defense +1 (+1 eff.) Resistance +9% light Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Mana-on-crit +1.00 Max mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the Shaloren (11 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil defense ------ Defense +11 (+6 eff.) Physical save +5 (+2 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 'Brodybar' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +5 Con offense ------ Damage +6% arcane defense ------ Defense +1 (+1 eff.) Spell save +6 (+3 eff.) Mind save +5 (+3 eff.) other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 30.93 to 38.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Robes of Deflection (0 def, 7 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+3 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion level 1 This set of robes seems to shine with metallic colors. |
dreamer's woollen robe of time (+12%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Damage +14% temporal defense ------ Resistance +10% darkness +14% temporal +12% mind +9% all Physical save +13 (+5 eff.) Spell save +12 (+6 eff.) Mind save +22 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
dreamer's pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Dex +3 Wil +4 Cun defense ------ Armor +3 Physical save +5 (+2 eff.) Spell save +6 (+3 eff.) Mind save +8 (+4 eff.) Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 125% 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. A pair of boots made of leather. |
pair of drakeskin leather boots of rushing (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +4 Str +2 Con defense ------ Armor +5 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
iron gauntlets 'Ichorswift' (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 5 darkness Damage +4% darkness Ignore resists +5% darkness +5% nature When Hit 6 nature 2 darkness defense ------ Armor +1 Fatigue +1% Resistance +6% darkness +6% cold 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. |
storm dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 7 lightning Damage +5% lightning defense ------ Armor +2 Fatigue +3% Resistance +6% lightning 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 helm 'Islerimina' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Damage +9% mind defense ------ Armor +3 Fatigue +5% Resistance +1% physical +3% fire Unlife -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Flamepower (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Arcane While equipped: offense ------ Spellpower +20 (+8 eff.) Spellpower/crit +6 On-Hit 11 acid 11 fire Ignore resists +25% fire When Hit 10 acid 10 fire defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +12% acid +17% fire other ------- EQ when Hit +0.08 Max mana +40.00 A suit of armour made of leather. |
cured leather armour of Eyal (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life +20.00 Life Regen +4.00 Healmod +11% A suit of armour made of leather. |
enlightening rough leather armour of the hero (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +3 Str +3 Dex +4 Mag +7 Wil +8 Cun defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Mind save +11 (+6 eff.) Life +32.00 A suit of armour made of leather. |
iron shield (0 def, 2 armour, 8-10 power, 21.5 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 8.0 - 9.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +22 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 16-19 power, 40.5 block)7.0 Encumbrance T2 shield armor [Normal] When used to Attack: Weapon Damage 15.5 - 18.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 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. |
15 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
8 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Walasala the Cornac Sun Paladin level 15
40th Dusk 122nd year of Ascendancy at 10:33 see stats
Earth Master
Killed Harkor'Zun.By Walasala the Cornac Sun Paladin level 20
74th Dusk 122nd year of Ascendancy at 06:32 see stats
Exterminator
Killed 1000 creatures.By Walasala the Cornac Sun Paladin level 19
72nd Dusk 122nd year of Ascendancy at 23:40 see stats
Level 10
Got a character to level 10.By Walasala the Cornac Sun Paladin level 10
1st Flare 122nd year of Ascendancy at 02:25 see stats
Level 20
Got a character to level 20.By Walasala the Cornac Sun Paladin level 20
73rd Dusk 122nd year of Ascendancy at 11:47 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Walasala the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 09:00 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Walasala the Cornac Sun Paladin level 21
27th Haze 122nd year of Ascendancy at 09:26 see stats
Size matters
Did over 600 damage in one attack.By Walasala the Cornac Sun Paladin level 24
13rd Regrowth 123rd year of Ascendancy at 03:49 see stats
The Arena
Unlocked Arena mode.By Walasala the Cornac Sun Paladin level 11
2nd Flare 122nd year of Ascendancy at 17:51 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Walasala the Cornac Sun Paladin level 21
27th Haze 122nd year of Ascendancy at 23:54 see stats
The secret city
Discovered the truth about mages.By Walasala the Cornac Sun Paladin level 24
10th Regrowth 123rd year of Ascendancy at 22:54 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Walasala the Cornac Sun Paladin level 20
75th Dusk 122nd year of Ascendancy at 02:10 see stats
Unstoppable
Returned from the dead.By Walasala the Cornac Sun Paladin level 24
11st Regrowth 123rd year of Ascendancy at 10:35 see stats
Log
Walasala has been healed by a blast of positive energy!
Walasala receives 133 healing.
Walasala hits Urkis, the High Tempest for 39 physical, 15 light, 18 light, 10 fire, 42 physical, 15 light, 18 light, 10 fire (167 total damage).
Urkis, the High Tempest's Shock hits Walasala for 0 lightning damage.
Walasala is dazed!
Walasala stops burning.
Urkis, the High Tempest regains their energy.
Walasala is caught inside a Hurricane.
Thunderstorm hits Walasala for 10 lightning damage.
Urkis, the High Tempest misses Walasala.
Walasala casts Wave of Power.
Walasala hits Urkis, the High Tempest for 51 physical, 6 light, 8 light, 4 fire (69 total damage).
Walasala is not dazed anymore.
Hurricane from Urkis, the High Tempest hits Walasala for 31 lightning damage.
The protective shield of Urkis, the High Tempest disappears.
Thunderstorm hits Walasala for 11 lightning damage.
Walasala shrugs off Urkis, the High Tempest's 'Dazed'!
Urkis, the High Tempest casts Nova.
Urkis, the High Tempest hits Walasala for 37 lightning damage.
Walasala shrugs off Urkis, the High Tempest's 'Dazed'!
Walasala tries to evade attacks.
Walasala activates Weapon of Wrath.
Hurricane from Urkis, the High Tempest hits Walasala for 25 lightning damage.
Urkis, the High Tempest's light is back.
Thunderstorm hits Walasala for 14 lightning damage.
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits Walasala for 131 lightning damage.
Walasala the level 24 cornac sun paladin was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.






































































































