











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! 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! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Summoner |
| Level / Exp | 17 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 2 on the 75th Pyre 122nd year of Ascendancy at 14:29 0 / 6Killed by Urciare the thalore at level 11 on the 15th Haze 122nd year of Ascendancy at 03:55 Killed by Mayydawyn the wolf at level 11 on the 15th Haze 122nd year of Ascendancy at 14:22 Killed by snow giant thunderer at level 13 on the 19th Haze 122nd year of Ascendancy at 06:38 Killed by Bethorawyn the barrow wight at level 17 on the 57th Haze 122nd year of Ascendancy at 07:15 Killed by Layissra the vampire at level 17 on the 58th Haze 122nd year of Ascendancy at 01:55 |
Primary Stats
| Strength | 10 (base 12) |
| Dexterity | 22 (base 11) |
| Constitution | 14 (base 11) |
| Magic | 13 (base 11) |
| Willpower | 49 (base 31) |
| Cunning | 58 (base 44) |
Resources
| Life | -18/329 |
| Equilibrium | 18 |
| Healing Factor | 1.1872895330003 |
| Regeneration | 0.29682238325007 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 44.84903874937 |
| See Invisible | 49.84903874937 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 38 |
| Crit Chance | 20% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 38 |
| Crit Chance | 21% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +12% |
| Darkness | +3% |
| Mind | +25% |
| Physical | +12% |
| Cold | +9% |
| Nature | +5% |
Offense: Damage Penetration
| Cold | +15% |
| Light | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 1 (44.574340358689%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 22 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Cold | + 27%( 70%) |
| Nature | + 36%( 70%) |
| Blight | + 27%( 70%) |
| Physical | + 27%( 70%) |
| Mind | + 19%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 34% |
| Poison Resistance | 20% |
| Confusion Resistance | 10% |
Inscriptions (3/3)
| 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 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed skeleton mage skull. * You've found the needed warg claw. | active |
Equipment
| On feet | traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Fatigue -5% Physical save +6 (+6 eff.) other ------- Encumbrance +21 A pair of boots made of leather. |
| Light source | watchleader's alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Master While equipped: defense ------ Blind Resist +20% Confus Resist +10% other ------- Light +8 See Stealth +9 See Invisibility +8 Track: Puts all charms on 34 turn cooldown Effective talent level: 5.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | mindwoven linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Defense +1 (+0 eff.) other ------- Psi/turn +0.13 A pointy cloth hat, very wizardly... |
| On hands | Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | soothing ash wand of shielding [power 170] (14/17 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | sneakthief's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+3 eff.) Ignore Armor +7 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Lightripper the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Cun offense ------ Damage +12% light Ignore resists +5% light +15% cold defense ------ Resistance +7% physical Blind Resist +14% other ------- Stamina/turn +0.30 Infravision +3 Sight +2 See Invisibility +6 Amulets make your neck look great! |
| In main hand | horrifying vined mindstar of resolve (87% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 7 mind 5 darkness Damage +3% mind +3% darkness defense ------ Spell save +3 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | epiphanous thorny mindstar (96% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +9 (+3 eff.) Damage +11% mind other ------- Psi-on-crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Brenurelach the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Con offense ------ Critical power +10.00% defense ------ Defense +1 (+0 eff.) Resistance +1% physical Life +30.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Sleetglamour (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: offense ------ Damage +10% acid +12% physical +11% mind +9% cold defense ------ Resistance +24% acid +12% physical +11% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
blink rune of the duelist (range 5; phase 13; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cruel elm magestaff of might (100% power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Critical power +11.00% Spellpower +3 (+3 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew starstaff (120% power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +17.00% Spellpower +15 (+11 eff.) On-Hit 17 fire Damage +20% physical other ------- See Invisibility +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing iron waraxe (104% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon Reqs Str 11 [Ego] Arcane Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -4% other ------- Encumbrance +21 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrรซ (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 (+8 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. |
Tulakalthorin (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: offense ------ Damage +13% mind +3% acid On-Hit (Melee): * 10% chance to slow global speed by 55% * 10 arcane resource burn defense ------ Resistance +6% lightning +12% light +9% acid +13% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of fire (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Damage +10% fire defense ------ Resistance +9% all +15% fire other ------- Mana/turn +0.12 Psi/turn +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots of disengagement (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +3 Fatigue +2% Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 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 143% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +3% arcane defense ------ Armor +1 Life Regen +3.00 other ------- Stamina/turn +0.50 Max stamina +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 10 temporal On-Ranged-Hit 7 temporal Damage +4% arcane +3% temporal defense ------ Armor +2 Resistance +7% temporal 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. |
grounding iron helm of dexterity (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
steel shield (0 def, 4 armour, 39 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
2 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. |
115 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. |
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. |
2 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 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. |
sapper's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str offense ------ Accuracy +4 (+2 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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. |
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. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
pouch of steel shots (21/21, 120% power, 2 apr)3.0 Encumbrance T2 shot ammo [Normal] Weapon Damage 121% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 21 Shots are used with slings to pummel your foes to death. |
Offalbraze the yew totem of healing [power 242] (14/13 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +3% nature +9% mind On-Hit (Melee): * 10% chance to reduce armor by 17% defense ------ Resistance +12% mind +3% nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
overpowered elm totem of summon tentacle [power 145] (14/30 cooldown)2.0 Encumbrance T1 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 290 Base Damage: 152 Armor: 0 All Resist: 0 Puts all charms on 30 turn cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
4 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. |
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
Log
Turtle shrugs off Layissra the vampire's 'Bane of Confusion'!
Maimunka wanders around!
Rotting Disease from Layissra the vampire hits Maimunka for (28 absorbed), 0 blight (0 total damage).
The shattering blow creates a shockwave!
Layissra the vampire hits Stone golem for (86 absorbed), 10 physical (10 total damage).
Turtle uses Shell Shield.
Turtle takes cover under its shell.
Your summoned stone golem disappears.
Layissra the vampire has finished recovering.
Talent War Hound is ready to use.
Talent Hydra is ready to use.
Rotting Disease from Layissra the vampire hits Maimunka for (23 absorbed), 0 blight (0 total damage).
Bane of Confusion from Layissra the vampire hits Maimunka for (12 absorbed), 0 darkness (0 total damage).
Rotting Disease from Layissra the vampire hits Maimunka for (23 absorbed), 0 blight (0 total damage).
Bane of Confusion from Layissra the vampire hits Maimunka for (12 absorbed), 0 darkness (0 total damage).
Maimunka is confused and fails to use Hydra.
Layissra the vampire uses Adrenaline Surge.
Layissra the vampire feels a surge of adrenaline.
Turtle misses Layissra the vampire.
Layissra the vampire uses Shield Pummel.
Your shield crumbles under the damage!
The shield around Maimunka crumbles.
The shattering blow creates a shockwave!
Maimunka is stunned!
Layissra the vampire hits Maimunka for (0 absorbed), 63 physical, 78 physical (142 total damage).
Maimunka seems more focused.
Rotting Disease from Layissra the vampire hits Maimunka for 23 blight damage.
Maimunka the level 17 shalore summoner was poxed to death by Layissra the vampire on level 3 of Old Forest.
















































































