










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
Weekly Adventurer 1.5.7Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay== Harbinger == ( https://te4.org/games/addons/tome/harbinger ) Wild Gift / Blaze Wild Gift / Blizzard Wild Gift / Cyclone Wild Gift / Endurance Wild Gift / Rain Wild Gift / Supercell Wild Gift / Thunder == Zephyr == ( https://te4.org/games/addons/tome/zephyr-class ) Spell / Air Archery Spell / Storm Archery Spell / Swiftness Spell / Wild Magic nsrr== White Monk == ( https://te4.org/games/addons/tome/whitemonk ) Technique / Agile Combatant Technique / Black Belt Technique / Fending Technique / Martial Arts Technique / Mending Technique / Transcending Changelog1.0.2: 1.0.0: Ashes of Urh'Rok 1.5.0Official 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:
Embers of Rage 1.5.0Official 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:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Last Hope archery training 1.5.10Last Hope basic training in weapon shop. p.s. I was very annoyed with inability of rogues for use of bows or slings. Random Adventurer 1.5.5Adds the Random Adventurer class. Changelog1.0.0: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Sun Paladin |
Level / Exp | 15 / 30% |
Size | medium |
Lifes / Deaths | Killed by Emubeth the sick war bear at level 15 on the 4th Flare 122nd year of Ascendancy at 00:00 / 1 |
Primary Stats
Strength | 35 (base 32) |
Dexterity | 11 (base 10) |
Constitution | 17 (base 10) |
Magic | 48 (base 39) |
Willpower | 20 (base 10) |
Cunning | 14 (base 10) |
Resources
Life | -7/451 |
Positive | 21/42 |
Healing Factor | 1.0561497326203 |
Regeneration | 2.7987967914438 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 7 |
See Invisible | 17 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 29 |
Accuracy | 34 |
Crit Chance | 34% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +4% |
Light | +51% |
Temporal | +10% |
Fire | +19% |
Physical | +5% |
Mind | +21% |
Nature | +15% |
Offense: Damage Penetration
Lightning | +35% |
Fire | +25% |
Light | +20% |
Defense: Base
Armour (hardiness) | 39.416050405667 (91.629213483146%) |
Defense | 6 |
Ranged Defense | 6 |
Fatigue | 17 |
Physical Save | 34 |
Spell Save | 38 |
Mental Save | 24 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 13%( 70%) |
Physical | + 13%( 70%) |
Cold | + 16%( 70%) |
Darkness | + 22%( 70%) |
Light | + 6%( 70%) |
Temporal | + 3%( 70%) |
Lightning | + 22%( 70%) |
Mind | + 15%( 70%) |
Fire | + 39%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Disarm Resistance | 43% |
Confusion Resistance | 20% |
Knockback Resistance | 40% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 58% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 102.25 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Cunning stat. |
Class Talents
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
talent | Weapon of Wrath |
talent | Chant of Fortress |
talent | Weapon of Light |
talent | Searing Sight |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | Huge cut that bleeds, doing 10.85 physical damage per turn. Bleeding |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)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 |
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 |
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 |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +15% light ----- def ----- Armour +8 Fatigue +2% Resists +6% light ---------- misc Light +3 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Master While equipped: dps ---------- Spell.crit +6% Spell.pwr +5 (+1 eff.) Dmg.mod +13% light +3% nature Melee Ret 16 blight On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +13% blight +22% darkness +6% nature Affinity +5% light ---------- misc Light +10 Infravis +6 See.Invis +14 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 6 blight damage or heals 24 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Crit.mult +15.00% Dmg.mod +6% nature Res.pen +10% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +3% Resists +10% acid +11% fire +11% cold +11% lightning Spell.save +15 (+6 eff.) ---------- misc Max.vim +50.00 A cap made of leather. |
Tool | ![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +2 Str +5 Wil +5 Con dps ---------- Dmg.mod +6% nature ----- def ----- Fatigue -2% Resists +11% nature ---------- misc See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +25.00 Disarm- +23% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +20% Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +25% fire ----- def ----- Resists +6% lightning +12% fire Spell.save +6 (+3 eff.) Max.HP +34.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +16 mind +8 lightning While equipped: dps ---------- Spell.crit +11% Spell.pwr +12 (+4 eff.) Dmg.mod +12% mind +25% light Res.pen +25% lightning Melee Ret 12 mind ----- def ----- Resists +15% mind Phys.save +13 (+6 eff.) Spell.save +13 (+5 eff.) Mind.save +12 (+6 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T1 hands armor [Rare] Nature While equipped: Stats +3 Mag +2 Wil +3 Cun dps ---------- Melee+ 6 fire Dmg.mod +9% mind +4% fire ----- def ----- Armour +1 Resists +6% fire ---------- misc Light +2 Telepathy Dragon Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T3 massive armor [Ego+] Nature While equipped: Stats +1 Str +2 Con ----- def ----- Armour +11 Defense +5 (+5 eff.) Fatigue +24% Resists +5% acid +6% physical +10% fire +5% cold +5% lightning Disarm- +20% Stun/Frz- +20% Knockbk- +20% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Max.HP +52.00 ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +5% physical +10% temporal +4% light +4% darkness Res.pen +5% light ----- def ----- Fatigue -10% Resists +3% temporal HP.reg +2.40 Amulets can have magical properties. |
Inventory
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 90.56 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 31 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. 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 ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 55 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +11% darkness Heal.mod +11% Blind- +20% Cut- +50% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 122 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings can have magical properties. |
![]() 3.0 T1 mindstar 1H weapon [Ego] Nature/Disrupt Power 2.5 - 2.8 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +2% nature On Melee Ret: * Slows global speed by 3% 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. |
![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Dex +1 Mag dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light On Hit (Melee): * 6% chance to blind ----- def ----- Defense +15 (+14 eff.) Rng.Def +9 (+9 eff.) Resists +6% nature +1% physical ---------- misc Light +2 See.Invis +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 47.69 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 whip 1H weapon Reqs Dex 15 [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 6.36 to 19.07 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Str +3 Dex +2 Mag +2 Wil +3 Con dps ---------- Phys.pwr +2 (+1 eff.) On Hit (Melee): * 20% chance to disease ----- def ----- Defense +1 (+1 eff.) ---------- misc Max.stam +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Disrupt While equipped: Stats +1 Str +1 Cun dps ---------- On Melee Ret: * Slows global speed by 4% * 4 arcane resource burn ----- def ----- Resists +6% darkness ---------- misc See.Invis +3 Telepathy Demon/Minor Demon/Major A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Mag +3 Con dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +7 Hardiness +30% On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
![]() 3.0 T1 feet armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% nature Melee Ret 4 nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +9% darkness +6% temporal Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +3 (+2 eff.) Dmg.mod +6% light Res.pen +25% light +5% blight ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +3 A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+6 eff.) A cap made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.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. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Sarie the Shalore Sun Paladin level 10
2nd Mirth 122nd year of Ascendancy at 10:52 see stats
By Sarie the Shalore Sun Paladin level 8
78th Pyre 122nd year of Ascendancy at 20:05 see stats
By Sarie the Shalore Sun Paladin level 9
79th Pyre 122nd year of Ascendancy at 14:48 see stats
By Sarie the Shalore Sun Paladin level 14
3rd Flare 122nd year of Ascendancy at 19:36 see stats
Log
Talent Dig is ready to use.
Talent Command Staff is ready to use.
Talent Wave of Power is ready to use.
Emubeth the sick war bear damages himself through Martyrdom!
Bleeding from Emubeth the sick war bear hits Sarie for 9 physical damage.
Sarie hits Emubeth the sick war bear for 0 physical, 8 light (8 total damage).
Emubeth the sick war bear uses Dual Strike.
Sarie is stunned!
Emubeth the sick war bear resists the mind attack!
Emubeth the sick war bear damages himself through Martyrdom!
Emubeth the sick war bear hits Sarie for 1 physical, 6 temporal, 4 darkness, 5 nature, 4 acid, 28 physical, 7 nature, 6 temporal, 5 acid (65 total damage).
Sarie hits Emubeth the sick war bear for 0 physical, 0 temporal, 0 darkness, 0 nature, 0 acid, 8 blight, 12 light, 8 mind, 0 physical, 0 nature, 0 temporal, 0 acid, 3 blight, 4 light, 1 mind (38 total damage).
Emubeth the sick war bear stops burning.
Emubeth the sick war bear damages himself through Martyrdom!
Bleeding from Emubeth the sick war bear hits Sarie for 10 physical damage.
Sarie hits Emubeth the sick war bear for 0 physical, 2 light (3 total damage).
Emubeth the sick war bear damages himself through Martyrdom!
Bleeding from Emubeth the sick war bear hits Sarie for 10 physical damage.
Sarie hits Emubeth the sick war bear for 0 physical, 3 light (3 total damage).
Sarie casts Rune: Controlled Phase Door.
Emubeth the sick war bear speeds up.
Sarie is suffering less.
Emubeth the sick war bear damages himself through Martyrdom!
Bleeding from Emubeth the sick war bear hits Sarie for 10 physical damage.
Sarie hits Emubeth the sick war bear for 0 physical damage.
Today is the 4th Flare of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Saving game...