










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 | 22 / 27% |
| Size | big |
| Lifes / Deaths | Killed by Lady Zoisla the Tidebringer at level 4 on the 77th Pyre 122nd year of Ascendancy at 05:19 0 / 6Killed by The Possessed at level 11 on the 9th Mirth 122nd year of Ascendancy at 01:56 Killed by Islutta the blue jelly at level 18 on the 60th Dusk 122nd year of Ascendancy at 05:56 Killed by Walasala at level 18 on the 61st Dusk 122nd year of Ascendancy at 17:32 Killed by Poltergeist Umbral Razor at level 22 on the 51st Haze 122nd year of Ascendancy at 06:22 Killed by Poltergeist Umbral Razor at level 22 on the 51st Haze 122nd year of Ascendancy at 07:29 |
Primary Stats
| Strength | 64 (base 41) |
| Dexterity | 17 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 60 (base 36) |
| Willpower | 48 (base 28) |
| Cunning | 21 (base 10) |
Resources
| Life | -14/564 |
| Positive | 48/113 |
| Stamina | 273/303 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 2.3339014492508 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 43 |
| Crit Chance | 7% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +6% |
| Darkness | +3% |
| Fire | 0% |
| Light | +6% |
Offense: Damage Penetration
| Physical | +10% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 34 |
| Ranged Defense | 38 |
| Fatigue | 15 |
| Physical Save | 29 |
| Spell Save | 33 |
| Mental Save | 26 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Light | + 3%( 70%) |
| Darkness | + 6%( 70%) |
| Physical | + 11%( 70%) |
| Mind | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Confusion Resistance | 20% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
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 301 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 230 damage for 4 turns. Its effects scale with your Magic stat. |
| 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 181 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 |
| 4/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 0/5 |
| 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 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
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 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 lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+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 Wrathroot. * 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 ice 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 |
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. | 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 sandworm tooth. * '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 xorn fragment. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | Amitir the Deepsflash (3 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +6% light +3% darkness When Hit 6 light On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Armor +1 Defense +3 (+2 eff.) Resistance +3% light 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 20% chance to evade melee and ranged attacks and 10 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 | Quenchstake the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% cold When Hit 2 mind 6 cold defense ------ Resistance +6% mind Life +40.00 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. |
| On head | Glorirena the voratun helm (8 def, 5 armour)3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +4 Dex +7 Wil +5 Cun offense ------ Physical Power +9 (+3 eff.) Accuracy +4 (+1 eff.) When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +5% Resistance +10% physical Physical save +10 (+5 eff.) other ------- Light +2 Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Polivena the dwarven-steel torque of clear mind [power 2] (25/25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +3 Wil +1 Con defense ------ Defense +5 (+3 eff.) Resistance +6% darkness Confus Resist +20% Pinning Resist +10% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | wizard's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag offense ------ Physical Power +7 (+2 eff.) Spellpower +6 (+2 eff.) Mindpower +5 (+2 eff.) defense ------ Spell save +8 (+4 eff.) 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 +3 Wil +6 Cun +6 Lck offense ------ Against +16% Summoned defense ------ Resist Against +18% Summoned Stealth +7 other ------- Disarm Traps +6 Infravision +4 A belt that goes around your waist. |
| In main hand | truestriking dwarven-steel greatmaul of daylight (40-60 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego+] Arcane/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-hit +12 light Damage Against +12% Undead While equipped: offense ------ Ignore resists +10% physical Accuracy +16 (+5 eff.) Ignore Armor +10 Massive two-handed mauls. |
| On hands | Nehir the Jetresolve (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Power +5 (+2 eff.) Ignore resists +10% darkness On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 * 20% chance to slow global speed by 50% * 20 arcane resource burn defense ------ Armor +2 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+2 eff.) Ranged Defense +8 (+3 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | Salarin (22 def, 6 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +2 Wil defense ------ Armor +6 Defense +22 (+9 eff.) Resistance +1% physical Mind save +7 (+3 eff.) Silence Resist +20% Knockbk Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
heroism infusion (die at -100; dur 7; cd 28)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 200 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -392; dur 5; cd 31)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 31 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -392 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 784 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 60; 14 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; physical; dur 3; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shielding rune of the titan (absorb 116; dur 5; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 116 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+7 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
marksman's copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +11% fire Accuracy +4 (+1 eff.) defense ------ Resistance +22% fire Rings make your fingers look great! |
rogue's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Blind Resist +26% other ------- Infravision +4 See Stealth +7 See Invisibility +10 Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
Shinerage (21-32 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Nature Weapon Damage 21.0 - 31.5 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, radius 1 +8 blight +4 temporal +12 light On-crit, radius 2 +17 acid +7 nature On Hit: * 10% chance to reduce strength, dexterity, and constitution by 23 While equipped: offense ------ Damage +3% blight Ignore resists +10% acid +13% nature +20% light Ignore Armor +9 defense ------ Resistance +6% blight Massive two-handed battleaxes. |
balanced steel battleaxe of massacre (30-44 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master Weapon Damage 29.5 - 44.2 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% While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +7 (+4 eff.) Disarm Resist +32% Massive two-handed battleaxes. |
caustic steel battleaxe of massacre (31-46 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Nature/Master Weapon Damage 31.0 - 46.5 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-crit, radius 2 +17 acid +10 nature While equipped: offense ------ Ignore resists +7% acid +10% nature Ignore Armor +9 Massive two-handed battleaxes. |
flaming steel battleaxe of projection (25-38 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Arcane/Psionic Weapon Damage 25.0 - 37.5 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, radius 1 +7 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
hateful iron battleaxe of erosion (14-20 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Nature/Psionic Weapon Damage 13.5 - 20.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +7 nature +7 darkness Damage Against +7% Living Massive two-handed battleaxes. |
elemental steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 76 cold damage (1/turn) While equipped: offense ------ Damage +9% cold Ignore resists +11% cold Sharp, short and deadly. |
balanced iron greatmaul of daylight (20-29 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +10 light Damage Against +7% Undead While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +7 (+4 eff.) Disarm Resist +28% Massive two-handed mauls. |
iron greatsword (18-28 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 17.5 - 28.0 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% Massive two-handed swords. |
ash longbow of acid4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +11 acid While equipped: offense ------ Damage +15% acid Longbows are used to shoot arrows at your foes. |
hateful dwarven-steel longsword of erosion (22-31 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego] Nature/Psionic Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +8 nature +9 darkness Damage Against +5% Living Sharp, long, and deadly. |
plaguebringer's dwarven-steel longsword of massacre (32-45 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +7 blight On Hit: 20% Epidemic level 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 23 While equipped: defense ------ Disease Resist +13% Sharp, long, and deadly. |
iron mace (12-17 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
plaguebringer's dwarven-steel mace (27-38 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Arcane Weapon Damage 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +8 blight On Hit: 20% Epidemic level 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 23 While equipped: defense ------ Disease Resist +10% Blunt and deadly. |
plaguebringer's dwarven-steel mace of amnesia (24-34 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego++] Arcane/Psionic Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +6 blight On Hit: 20% Epidemic level 3 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 23 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: defense ------ Disease Resist +13% Blunt and deadly. |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+4 eff.) Damage +20% physical Accuracy +7 (+2 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 2.0 Power cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
lifebinding yew magestaff (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Spell Crit +3% Spellpower +14 (+4 eff.) Damage +20% lightning defense ------ Life Regen +0.70 Healmod +12% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's yew magestaff of wizardry (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Mag +3 Wil offense ------ Physical Crit +8.0% Spell Crit +3% Spellpower +20 (+6 eff.) On-Hit 16 arcane Damage +20% lightning other ------- Max mana +101.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic dwarven-steel waraxe of the mystic (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +2 Mag +4 Wil offense ------ Spellpower +6 (+2 eff.) One-handed war axes. |
arcing steel waraxe of phasing (14-19 power, 10 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 100% Ignore Shields +12% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage One-handed war axes. |
plaguebringer's dwarven-steel waraxe (18-24 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Arcane Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +10 blight On Hit: 20% Epidemic level 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 23 While equipped: defense ------ Disease Resist +12% One-handed war axes. |
rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -4% other ------- Encumbrance +20 A belt that goes around your waist. |
Fearfire Mantle (14 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+7 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +1 Wil defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of the Shaloren (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Arcane/Nature While equipped: Stats +2 Mag +2 Wil defense ------ Defense +2 (+1 eff.) Life +39.00 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 (+1 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. |
Yeek-fur Robe (10 def, 5 armour)2.0 Encumbrance T3 cloth armor [Unique] Psionic While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +20% mind defense ------ Armor +5 Defense +10 (+5 eff.) Resistance +20% cold +20% mind +11% all Mind save +10 (+5 eff.) Confus Resist +35% other ------- Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
linen robe of light (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +10% light defense ------ Resistance +15% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bethavea the Unlightspar (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Mag +1 Cun +1 Con offense ------ Mind Crit +2% Ignore resists +10% darkness defense ------ Armor +3 Fatigue +2% Physical save +11 (+5 eff.) Mind save +10 (+5 eff.) other ------- Infravision +2 See Invisibility +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Plaguewinter (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Power +15 (+4 eff.) Damage +9% nature Accuracy +10 (+3 eff.) Ignore Armor +1 When Hit 6 light defense ------ Armor +3 Resistance +8% fire +3% nature +8% cold A pair of boots made of leather. |
Ulfachik the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +4 Wil +1 Mag offense ------ Spell Crit +1% Ignore Shields +20% defense ------ Armor +3 Fatigue +2% Silence Resist +21% Confus Resist +21% Stun Resist +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Glydheth' (0 def, 8 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +10.00% Accuracy +5 (+1 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 defense ------ Armor +8 Fatigue +2% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +5 Wil offense ------ Spellpower +7 (+2 eff.) On-Hit 6 arcane Damage +4% arcane defense ------ Armor +2 Fatigue +3% Resistance +3% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Psionic While equipped: defense ------ Armor +1 Fatigue +1% Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Belewen the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +8 Cun +8 Dex offense ------ Ignore Armor +12 defense ------ Armor +4 Fatigue +4% Resistance +11% acid +10% fire +25% lightning +14% cold Life Regen +2.00 Disease Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Silidassra the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +1 Str +3 Cun +2 Con offense ------ Damage +11% darkness defense ------ Defense +1 (+1 eff.) Resistance +16% darkness +3% fire A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
grounding iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of the mind (+11%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: offense ------ Damage +11% mind defense ------ Defense +1 (+1 eff.) Resistance +11% mind A pointy cloth hat, very wizardly... |
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. |
Glulaith the Abyssraider (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Psionic While equipped: Stats +4 Str offense ------ Damage +21% fire Ignore resists +25% acid defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +6% mind Mind save +14 (+7 eff.) other ------- Infravision +3 A suit of armour made of leather. |
Lisutha the steel plate armour (0 def, 17 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Rare] Arcane While equipped: offense ------ Ignore resists +5% mind defense ------ Armor +17 Fatigue +22% Resistance +6% temporal +3% fire +6% mind +6% arcane Spell save +13 (+6 eff.) Disease Resist +20% A suit of armour made of metal plates. |
prismatic steel plate armour of spell shielding (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Ego] Arcane While equipped: defense ------ Armor +9 Fatigue +22% Resistance +11% light +11% darkness +6% arcane Spell save +13 (+6 eff.) A suit of armour made of metal plates. |
radiant steel plate armour of lightning resistance (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Ego+] Nature/Master While equipped: Stats +2 Wil defense ------ Armor +9 Fatigue +22% Resistance +12% blight +10% darkness +17% lightning other ------- Light +1 A suit of armour made of metal plates. |
iron shield (0 def, 2 armour, 9-11 power, 20 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 9.0 - 10.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
6 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. |
124 alchemist agate0.0 Encumbrance 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. |
2 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. |
3 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. |
11 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. |
miner's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 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. |
survivor's brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: defense ------ Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Healmod +11% other ------- Light +3 See Stealth +6 See Invisibility +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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 110% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
6 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. |
6 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. |
8 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. |
7 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
32nd Dusk 122nd year of Ascendancy at 18:16 see stats
Exterminator
Killed 1000 creatures.By Walasala the Cornac Sun Paladin level 19
72nd Dusk 122nd year of Ascendancy at 01:12 see stats
Level 10
Got a character to level 10.By Walasala the Cornac Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 01:35 see stats
Level 20
Got a character to level 20.By Walasala the Cornac Sun Paladin level 20
72nd Dusk 122nd year of Ascendancy at 12:08 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 05:01 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Walasala the Cornac Sun Paladin level 21
22nd Haze 122nd year of Ascendancy at 16:33 see stats
Size matters
Did over 600 damage in one attack.By Walasala the Cornac Sun Paladin level 18
60th Dusk 122nd year of Ascendancy at 03:27 see stats
The Arena
Unlocked Arena mode.By Walasala the Cornac Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 22:34 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Walasala the Cornac Sun Paladin level 21
25th Haze 122nd year of Ascendancy at 14:47 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Walasala the Cornac Sun Paladin level 21
24th Haze 122nd year of Ascendancy at 22:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Walasala the Cornac Sun Paladin level 20
74th Dusk 122nd year of Ascendancy at 03:41 see stats
Log
Deadly Poison from Poltergeist Umbral Razor hits Walasala for 91 nature damage.
Poltergeist Umbral Razor receives 9 healing from Unnatural Body.
Walasala casts Barrier.
A shield forms around Walasala.
Poltergeist Umbral Razor activates Blade Flurry.
Walasala starts to bleed darkness.
Walasala resists the shadowy cut
Melee retaliation hits Poltergeist Umbral Razor for 2 mind, 5 cold, 20 light, 1 mind, 5 cold, 20 light (51 total damage).
Poltergeist Umbral Razor receives 17 healing.
Poltergeist Umbral Razor hits Walasala for (40 absorbed), 0 darkness, (31 absorbed), 0 physical, (33 absorbed), 0 darkness, (25 absorbed), 0 physical (0 total damage).
Your shield crumbles under the damage!
The shield around Walasala crumbles.
Melee retaliation hits Poltergeist Umbral Razor for 1 mind, 5 cold, 20 light (25 total damage).
Poltergeist Umbral Razor receives 17 healing from Poltergeist Umbral Razor's Quickdraw Knife.
Poltergeist Umbral Razor's Quickdraw Knife hits Walasala for (13 absorbed), 50 physical (50 total damage).
Walasala deactivates Second Life.
Walasala has been healed by a blast of positive energy!
Shadow Cut from Poltergeist Umbral Razor hits Walasala for 21 darkness damage.
Deadly Poison from Poltergeist Umbral Razor hits Walasala for 0 nature damage.
Walasala receives 50 healing.
Walasala uses Polivena the dwarven-steel torque of clear mind!
Walasala is no longer being stalked by Poltergeist Umbral Razor.
Poison bursts out of Walasala's corpse!
Walasala starts to bleed.
Melee retaliation hits Poltergeist Umbral Razor for 1 mind, 5 cold, 20 light, 2 mind, 5 cold, 20 light (51 total damage).
Poltergeist Umbral Razor hits Poltergeist Umbral Razor for 17 healing, 17 healing (0 total damage) [33 healing].
Poltergeist Umbral Razor hits Walasala for 44 darkness damage.
Walasala the level 22 cornac sun paladin was shadowed to death by a Poltergeist Umbral Razor on level 2 of Ruined halfling complex.


















































































































