










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 | Higher |
| Class | Sun Paladin |
| Level / Exp | 21 / 57% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 16 on the 32nd Dusk 122nd year of Ascendancy at 18:13 0 / 6Killed by Horned Horror at level 16 on the 32nd Dusk 122nd year of Ascendancy at 23:14 Killed by rogue at level 16 on the 35th Dusk 122nd year of Ascendancy at 07:05 Killed by Lisarimina the Thug at level 16 on the 35th Dusk 122nd year of Ascendancy at 20:43 Killed by Lisarimina the Thug at level 16 on the 35th Dusk 122nd year of Ascendancy at 22:14 Killed by Assassin Lord at level 21 on the 3rd Haze 122nd year of Ascendancy at 18:57 |
Primary Stats
| Strength | 50 (base 36) |
| Dexterity | 11 (base 10) |
| Constitution | 27 (base 10) |
| Magic | 46 (base 38) |
| Willpower | 41 (base 31) |
| Cunning | 16 (base 10) |
Resources
| Life | 0/663 |
| Positive | 60/110 |
| Stamina | 209/258 |
| Healing Factor | 1.3386945338482 |
| Regeneration | 0.33467363346206 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 8 |
| See Stealth | 19 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 35 |
| Crit Chance | 15% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Lightning | +12% |
| Light | +14% |
| Darkness | +15% |
| Blight | +24% |
| Physical | +15% |
| Fire | +7% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 29 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 31%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 44%( 70%) |
| Light | + 10%( 70%) |
| Physical | + 18%( 70%) |
| Mind | + 12%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 16% |
| Disarm Resistance | 22% |
| Knockback Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 82% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 267 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 68 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| 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 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.22 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 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 lost defiler from death by Walasala. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Lisibremira the giant venus flytrap. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength 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. | active |
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 Horned Horror. * 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. | 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 chunk of ghoul flesh. * You've found the needed red crystal shard. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mastery. 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.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed honey tree root. 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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed vial of wight ectoplasm. | 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. | active |
Equipment
| On feet | pair of rough leather boots 'Glorykira' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil +4 Cun +1 Con defense ------ Armor +1 Resistance +3% cold Physical save +3 (+1 eff.) Healmod +5% Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +44.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Voidmonster the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: offense ------ Damage +15% physical Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 23% defense ------ Defense +3 (+2 eff.) Resistance +6% darkness +15% physical other ------- EQ when Hit +2.70 Psi when Hit +2.10 Hate when Hit +4.60 A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Xanussra the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane While equipped: Stats +2 Cun +4 Mag offense ------ Mindpower +25 (+8 eff.) On-Hit 37 light On-Ranged-Hit 35 light Damage +14% light +15% darkness defense ------ Resistance +30% darkness Blind Resist +47% other ------- EQ when Hit +0.08 Infravision +4 See Stealth +19 See Invisibility +14 Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.44 cold and 15.44 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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 | warbringer's dwarven-steel greatmaul of crippling (40-60 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego++] Master Weapon Damage 40.0 - 60.0 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 Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con offense ------ Physical Crit +10.0% Physical Power +7 (+2 eff.) Ignore resists +10% physical defense ------ Disarm Resist +22% Massive two-handed mauls. |
| On hands | Adeldama (5 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) On-Hit 16 mind 13 darkness On-Hit (Melee): * 13% chance to reduce all saves and defense by 28 defense ------ Armor +2 Defense +5 (+3 eff.) Fatigue +3% Resistance +9% mind Crit Resistance 5.00% Spell save +3 (+2 eff.) Mind save -11 (-11 eff.) Healmod +15% Blind Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+6 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
| Cloak | Khelulathagen (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con defense ------ Defense +12 (+6 eff.) Resistance +12% acid +5% arcane +6% light +6% darkness Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Cracklespar the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Wil offense ------ Critical power +14.00% Spellpower +9 (+4 eff.) Mindpower +9 (+3 eff.) Damage +24% blight +7% fire +12% lightning On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 defense ------ Resistance +9% blight Mind save +9 (+5 eff.) Confus Resist +16% other ------- Masteries +0.22 Technique/Combat training +0.22 Celestial/Radiance Amulets make your neck look great! |
Inventory
restful steel amulet of constitution (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
serendipitous gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +6 (+3 eff.) Resist unseen 12% Amulets make your neck look great! |
copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Rings make your fingers look great! |
rogue's copper ring of frost (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +10% cold defense ------ Defense +4 (+2 eff.) Resistance +20% cold Rings make your fingers look great! |
Beurig the Nimbusoblivion (26-38 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 25.5 - 38.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +9 nature On-crit, radius 2 +17 acid +13 nature On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Damage +6% lightning Ignore resists +10% acid +16% nature Ignore Armor +10 defense ------ Resistance +6% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Massive two-handed mauls. |
Malofang the steel greatsword (25-40 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Master Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 10% chance to reduce armor by 30% While equipped: Stats +1 Dex offense ------ Physical Crit +3.0% Physical Power +10 (+3 eff.) Damage +12% acid Ignore resists +10% physical Accuracy +7 (+3 eff.) Ignore Armor +9 When Hit 2 blight defense ------ Physical save +3 (+1 eff.) Massive two-handed swords. |
Spectral Blade (26-42 power, 25 apr)0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+3 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
arcing iron greatsword of massacre (25-40 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 25.0 - 40.0 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% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage Massive two-handed swords. |
elemental iron greatsword of massacre (28-44 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 27.5 - 44.0 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% On Hit: * Create an explosion dealing 64 fire damage (1/turn) While equipped: offense ------ Damage +10% fire Ignore resists +9% fire Massive two-handed swords. |
Glorinor the Blazepain1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) Damage +3% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% lightning Physical save +5 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
nightruned rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Arcane/Nature While equipped: defense ------ Resistance +5% light +5% darkness Life Regen +0.60 Healmod +13% A belt that goes around your waist. |
Nimbusworth (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +12% lightning +6% acid Ignore resists +5% acid When Hit 6 acid defense ------ Defense +1 (+1 eff.) Resistance +6% acid +6% fire +18% lightning +6% cold 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 of Iron Throne (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +10% 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 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. |
Elurithra (10 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Wil offense ------ Damage +6% mind Ignore resists +5% mind defense ------ Armor +3 Defense +10 (+5 eff.) Life Regen +2.00 other ------- Infravision +1 A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Elenifang (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 9 cold Damage +3% cold defense ------ Armor +2 Resistance +3% lightning +7% cold +3% mind Physical save +6 (+3 eff.) Unlife -80.00 life Life Regen +2.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% 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. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 57.45 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 42.02 to 126.06 lightning damage (84.04 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
hardened leather cap 'Barkkiller' (10 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +6 Con offense ------ Physical Power +5 (+1 eff.) Ignore resists +20% nature +10% physical defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +3% other ------- Max stamina +30.00 Infravision +3 A cap made of leather. |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+8 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 56.59 to 169.77 lightning damage (113.18 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
iron plate armour of Eyal (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Ego+] Nature While equipped: defense ------ Armor +7 Fatigue +22% Life +20.00 Life Regen +2.00 Healmod +10% A suit of armour made of metal plates. |
4 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. |
8 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. |
7 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. |
5 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 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
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. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
5 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. |
5 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. |
5 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 Higher Sun Paladin level 14
19th Dusk 122nd year of Ascendancy at 21:57 see stats
Exterminator
Killed 1000 creatures.By Walasala the Higher Sun Paladin level 17
40th Dusk 122nd year of Ascendancy at 02:02 see stats
Level 10
Got a character to level 10.By Walasala the Higher Sun Paladin level 10
1st Summertide 122nd year of Ascendancy at 22:31 see stats
Level 20
Got a character to level 20.By Walasala the Higher Sun Paladin level 20
77th Dusk 122nd year of Ascendancy at 01:52 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Walasala the Higher Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 14:25 see stats
Size matters
Did over 600 damage in one attack.By Walasala the Higher Sun Paladin level 20
77th Dusk 122nd year of Ascendancy at 03:26 see stats
The Arena
Unlocked Arena mode.By Walasala the Higher Sun Paladin level 10
3rd Summertide 122nd year of Ascendancy at 01:41 see stats
The secret city
Discovered the truth about mages.By Walasala the Higher Sun Paladin level 19
48th Dusk 122nd year of Ascendancy at 08:27 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Walasala the Higher Sun Paladin level 16
38th Dusk 122nd year of Ascendancy at 21:29 see stats
Log
Walasala uses Infusion: Regeneration.
Walasala starts regenerating health quickly.
Lightburn from Walasala hits Assassin Lord for (7 absorbed), 0 light (0 total damage).
Assassin Lord casts Shadow Veil.
Your shield crumbles under the damage!
The shield around Walasala crumbles.
The shield around Assassin Lord crumbles.
Assassin Lord is covered in a veil of shadows!
Melee retaliation hits Assassin Lord for (7 absorbed), 0 light, (4 absorbed), 3 light (3 total damage).
Assassin Lord hits Walasala for (7 absorbed), 27 darkness, 10 darkness, 16 darkness, 10 darkness (64 total damage).
Walasala stops being poisoned.
Deadly Poison from Assassin Lord hits Walasala for 24 nature damage.
Deep Wound from Assassin Lord hits Walasala for 13 physical damage.
A shield forms around Assassin Lord.
A shield forms around Walasala.
Walasala receives 7 healing from Walasala's healing light area effect.
Lost Merchant receives 18 healing from Walasala's healing light area effect.
Assassin Lord receives 18 healing from Walasala's healing light area effect.
Walasala casts Healing Light.
Walasala receives 64 healing.
Assassin Lord performs a melee critical strike against Walasala!
Your shield crumbles under the damage!
The shield around Walasala crumbles.
Assassin Lord performs a melee critical strike against Walasala!
Assassin Lord stops burning.
Assassin Lord's fully exits the shadows.
Melee retaliation hits Assassin Lord for (5 absorbed), 0 light, (5 absorbed), 0 light (0 total damage).
Assassin Lord hits Walasala for (7 absorbed), 49 darkness, 10 darkness, 37 darkness, 10 darkness (106 total damage).
Walasala the level 21 higher sun paladin was darkened to death by Assassin Lord on level 2 of Unknown tunnels.
























































































