Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Runic Golem 1.0.4 Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! Misc objects Addon 1.0.4Adds new objects and weapons into the game, such as 1h staves, common whips and else. Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Predator Class 1.0.4Archery dosent get enough love. Give it some with a stealthy afflicted that shoots xor stabs stuff! Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Extra Dungeons 1.0.4In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: New Gem Types 1.0.5Minmay's runic golem left me wanting more gems, so I made more gems! There's still a few colors here and there missing, especially at T5 due to the supersaturation of Whites, but it's a decent holdover. Three new lines of gems. Crystal Race! New race based off of the crystals of scintillating caves! Full list of gems on the thread. Starseeker Class 1.0.4Starseekers hail from the Gates of Morning, the last bastion of the free people in the Far East. Their most important stats are: Strength, Dexterity and Magic Everything is Unique! - Dancing on Needles Edition 1.0.4Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.0.1Donators/Buyers bonus! Alternate Zones Option 1.0.5Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Rare item Egos update 1.0.4This addon improves rare drops (Salmon colored items) by adding a single level appropriate ego to them. (They use the same methods as normal randarts.) This should make rare drops more useful on average (generally slightly better than normal egos) though still less powerful than full randarts. Files affected: mod.class.GameState.lua Arcane Ascetic 1.0.4 Adventurer Starting Items 1.0.4A simple addon that adds a few items to your starting Inventory as an Adventurer: An Iron Shield. If you have Peppersauce's Misc Objects Addon installed, you will also get: 2 Whips. It will, however, work without it. You will, also, acquire a flat bonus of 25 to your encumbrance. No Race-based Exp Penalties 1.0.4Removes all race-based exp penalties from the game. (Does not affect yeeks' bonus.) Could possibly cause issues with other addons which modify existing races. Please let me know should any issues arise. Bunnymorph race 1.0.4Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. Stat modifiers: -3 Strength, +5 Dexterity, -5 Constitution, -2 Magic, 0 Willpower, +5 Cunning, +5 Luck v0.3: Bunny Hop: Haste of the Doomed happened, so Nibble Herbs: Arcanum Class Pack 1.0.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Training fix for staff combat and mindstar mastery 1.0.4This add-on updates the staff combat trainer in Angolwen and the mindstar mastery trainer in Zigur to work with unlocked categories from escorts without penalizing the player, adjusts training costs, and provides an enhanced training option. At these trainers you can If you have revealed the talent category from an escort and unlock it with the trainer, the mastery will be improved to 1.1, and can be enhanced further to 1.3. It overloads the files mod.data.chats.angolwen-staves-store.lua and mod.data.chats.zigur-mindstar-store.lua |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 34 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by elven blood mage at level 26 on the 9th Mirth 122nd year of Ascendancy at 07:49 0 / 7Killed by elven blood mage at level 26 on the 9th Mirth 122nd year of Ascendancy at 08:37 Killed by quasit at level 27 on the 9th Mirth 122nd year of Ascendancy at 13:40 Killed by Gloredath the crimson ooze at level 34 on the 18th Dusk 122nd year of Ascendancy at 08:05 Killed by Xereletta the brittle clear ooze at level 34 on the 18th Dusk 122nd year of Ascendancy at 11:20 Killed by shadow at level 34 on the 18th Dusk 122nd year of Ascendancy at 12:04 Killed by brittle clear ooze at level 34 on the 18th Dusk 122nd year of Ascendancy at 14:07 |
Primary Stats
| Strength | 30 (base 18) |
| Dexterity | 16 (base 11) |
| Constitution | 24 (base 16) |
| Magic | 15 (base 10) |
| Willpower | 73 (base 57) |
| Cunning | 70 (base 59) |
Resources
| Life | -18/688 |
| Equilibrium | 56 |
| Healing Factor | 1 |
| Regeneration | 1.55 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 9 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 59 |
| Crit Chance | 25% |
| APR | 33 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 59 |
| Crit Chance | 25% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13.25 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60.028771029637 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +13% |
| Darkness | +2% |
| Fire | +10% |
| Cold | +10% |
Offense: Damage Penetration
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 11.1 |
| Ranged Defense | 13.1 |
| Fatigue | 1 |
| Physical Save | 32.95 |
| Spell Save | 37.9 |
| Mental Save | 53.016666666667 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Mind | + 11%( 70%) |
| Blight | + 9%( 70%) |
| Fire | + 28%( 70%) |
| Cold | + 33%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Pinning Resistance | 21% |
| Disarm Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 313 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.48 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Master Summoner |
| talent | Psiblades |
Quests
You failed to protect the lone alchemist from death by sick dire wolf. Escort: lone alchemist (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour) insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +2 Fatigue: +1% Changes resistances: +6% cold / +6% fire A pair of boots made of leather. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | stabilizing linen wizard hat of frost (+15%) (1 def, 0 armour) stabilizing linen wizard hat of frost (+15%) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Wil Changes resistances: +15% cold Changes damage: +10% cold Physical save: +6 A pointy cloth hat, very wizardly... |
| Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes resistances: +8% mind Changes damage: +10% mind Mental save: +10 Sleep immunity: +100% It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 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 21% 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. |
| On fingers | warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +24% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
| On fingers | warrior's copper ring of fire (+20%) warrior's copper ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
| Around neck | Sparkvenom SparkvenomCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +5 Dex / +6 Cun / +8 Con Changes resistances: +6% blight Changes resistances penetration: +5% lightning Talent mastery: +0.28 Wild-gift / Call of the wild Physical save: +18 Spell save: +18 Mental save: +19 Silence immunity: +10% Life regen: +0.60 Stamina each turn: +1.00 Movement speed: +10% Amulets can have magical properties. |
| In main hand | vined mindstar 'Bethutta' (4.5-4.95 power, 33 apr, mind damage) vined mindstar 'Bethutta' (4.5-4.95 power, 33 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 64% Wil, 28% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +33 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 4 mind / 3 darkness Changes damage: +3% mind / +2% darkness Physical save: +3 Spell save: +3 Mental save: +6 Equilibrium when hit: +0.50 Maximum psi: +50.00 Mindpower: +7 Mental crit. chance: +2% 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. |
| On hands | Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
| In off hand | vined mindstar of life (4.5-4.95 power, 33 apr, mind damage) vined mindstar of life (4.5-4.95 power, 33 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 64% Wil, 28% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +33 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.70 Maximum life: +10.00 Mindpower: +4 Mental crit. chance: +2% 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 | thick linen cloak of the Shaloren (1 def, 5 armour) thick linen cloak of the Shaloren (1 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes stats: +1 Wil / +1 Mag Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening hardened leather armour of thunder (3 def, 6 armour) enlightening hardened leather armour of thunder (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +13 Armour: +6 Defense: +3 Fatigue: +8% Changes stats: +5 Str / +4 Mag / +9 Wil / +5 Cun Changes resistances: +12% lightning Mental save: +14 Spellpower: +18 Spell crit. chance: +4% Mindpower: +11 Mental crit. chance: +6% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. phase door rune (range 10; power 15; dur 5)phase door rune (range 10; power 15; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 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%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 165 for 6 turns)shielding rune (absorb 165 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 165 damage for 6 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. Polarivena the gold amuletPolarivena the gold amulet Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 Changes stats: +4 Cun Damage when the wearer hits(melee): 4 blight / 2 temporal Changes resistances cap: +5% all Changes resistances penetration: +4% mind Changes damage: +3% mind / +9% blight / +3% temporal Physical save: +19 Blindness immunity: +24% Stamina when hit: +1.30 Mana when hit: +1.90 Equilibrium when hit: +1.40 Psi when hit: +0.80 Hate when hit: +0.10 Infravision radius: +5 Sight radius: +2 See invisible: +10 It can be used to forces nearby enemies to attack you (rad 9), placing all other charms into a 14 cooldown. Amulets can have magical properties. |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +22% Knockback immunity: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. insidious stralite dagger of massacre (37-48.1 power, 9 apr)insidious stralite dagger of massacre (37-48.1 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 37.0 - 48.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage when this weapon hits: +19 insidious poison Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's stralite longsword of rage (32.5-45.5 power, 5 apr)plaguebringer's stralite longsword of rage (32.5-45.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +10 blight When wielded/worn: Accuracy: +9 Changes stats: +4 Str Changes damage: +9% physical Disease immunity: +14% Stamina when hit: +0.90 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. gifted pulsing mindstar of storms (12.5-13.75 power, 32 apr, mind damage)gifted pulsing mindstar of storms (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +3 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Damage when the wearer is hit: 9 lightning Changes resistances: +12% lightning Changes resistances penetration: +12% lightning Changes damage: +17% lightning Mindpower: +7 Mental crit. chance: +4% 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. |
gifted vined mindstar of sand (6-6.6 power, 18 apr, nature damage) gifted vined mindstar of sand (6-6.6 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 physical Changes resistances: +2% physical Changes resistances penetration: +2% physical Changes damage: +2% physical Mindpower: +4 Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. summoner's pulsing mindstar of slime (13-14.3 power, 32 apr, nature damage)summoner's pulsing mindstar of slime (13-14.3 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 6 nature slow Changes damage: +6% nature Mindpower: +8 Mental crit. chance: +7% 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. |
This item will automatically be transmogrified when you leave the level. stralite rapier 'Gloomparry' (29.5-41.3 power, 6 apr)stralite rapier 'Gloomparry' (29.5-41.3 power, 6 apr) Requires: - Cunning 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / rapier ; tier 4 Base power: 29.5 - 41.3 Uses stats: 40% Dex, 60% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +3.5% Attack speed: 90% Damage when this weapon hits: +20 darkness Burst (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +33 Defense: +22 Changes stats: +4 Dex Damage when the wearer hits(melee): 4 acid Damage when the wearer is hit: 8 darkness Changes damage: +3% darkness Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
cured leather sling 'Flashwake' cured leather sling 'Flashwake'Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +8 When wielded/worn: Accuracy: +6 Physical crit. chance: +1.0% Changes stats: +3 Dex / +2 Con Changes resistances penetration: +9% physical Changes damage: +9% physical Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Apprentice Staff (10-12 power, 0 apr, arcane damage) Apprentice Staff (10-12 power, 0 apr, arcane damage)Requires: - Magic 15 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% arcane / +10% fire / +10% lightning / +10% cold Changes damage: +10% arcane / +10% fire / +10% lightning / +10% cold Talent masteries: +0.10 Spell / Ordered hedgemagic +0.10 Spell / Force Talent granted: +1 Command Staff Spellpower: +5 Spell crit. chance: +0% A staff that has been carefully constructed for novices of the art. |
Penitence (15-18 power, 4 apr, nature damage) Penitence (15-18 power, 4 apr, nature damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Damage affinity(heal): +20% nature Spellpower: +15 Spell crit. chance: +10% It can be used to cure diseases and poisons, costing 9 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
ash vilestaff 'Baruvor' (15-18 power, 3 apr, fire damage) ash vilestaff 'Baruvor' (15-18 power, 3 apr, fire damage)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +4 Damage when the wearer is hit: 8 acid Maximum wards: +2 fire Changes damage: +15% fire Talents granted: +1 Command Staff +2 Ward Spellpower: +8 Spell crit. chance: +5% Mindpower: +6 It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood starstaff of might (25-30 power, 5 apr, light damage)elven-wood starstaff of might (25-30 power, 5 apr, light damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% light Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding elven-wood magestaff of wizardry (25-30 power, 5 apr, cold damage)lifebinding elven-wood magestaff of wizardry (25-30 power, 5 apr, cold damage) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +2 Wil / +5 Con Changes damage: +25% cold Talent granted: +1 Command Staff Life regen: +0.90 Maximum mana: +47.00 Spellpower: +25 Spell crit. chance: +4% Healing mod.: +18% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering elven-wood magestaff of might (25-30 power, 5 apr, arcane damage)shimmering elven-wood magestaff of might (25-30 power, 5 apr, arcane damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% arcane Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +32.00 Spellpower: +12 Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. caustic stralite waraxe (32.5-45.5 power, 5 apr)caustic stralite waraxe (32.5-45.5 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage conversion: 30% acid blind When wielded/worn: Changes resistances penetration: +9% acid Life regen: +0.60 One-handed war axes. |
This item will automatically be transmogrified when you leave the level. dispeller's linen robe of chaos (0 def, 0 armour)dispeller's linen robe of chaos (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +6% physical / -6% arcane / +14% fire / +7% lightning / -7% nature / +7% light / +7% darkness / +14% blight / +1% cold Changes resistances penetration: +6% physical / +7% fire / +7% blight Physical save: +11 Spell save: +21 Mental save: +11 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. stormlord's silk robe of the mind (+12%) (3 def, 0 armour)stormlord's silk robe of the mind (+12%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +6 Str / +4 Mag / +5 Wil Changes resistances: +12% mind / +13% cold / +9% lightning Changes damage: +5% physical / +12% mind / +9% cold / +12% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. alchemist's dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)alchemist's dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 Armour: +2 Changes stats: +3 Str / +3 Mag / +3 Wil Damage when the wearer hits(melee): 3 fire / 6 cold / 5 lightning / 6 acid Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. augmenting cashmere wizard hat (2 def, 0 armour)augmenting cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes damage: +5% arcane / +6% fire / +6% lightning / +10% acid / +3% cold A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. radiant stralite mail armour of acid resistance (4 def, 8 armour)radiant stralite mail armour of acid resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Changes stats: +5 Wil Damage when the wearer is hit: 5 light Changes resistances: +14% blight / +18% darkness / +19% acid Light radius: +1 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. marauder's reinforced leather armour (9 def, 7 armour)marauder's reinforced leather armour (9 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +9 Fatigue: +8% Changes stats: +6 Str / +5 Dex Physical save: +7 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. crackling stralite shield of deflection (15 def, 2 armour, 136 block)crackling stralite shield of deflection (15 def, 2 armour, 136 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +15 Ranged Defense: +10 Fatigue: +14% Changes stats: +3 Dex Damage when the wearer is hit: 15 lightning Changes resistances: +15% lightning Talent granted: +4 Block Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. wintry steel shield of resistance (6 def, 2 armour, 43.5 block)wintry steel shield of resistance (6 def, 2 armour, 43.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes stats: +2 Wil Damage when the wearer is hit: 12 cold Changes resistances: +6% fire / +19% cold / +6% lightning / +5% acid Talent granted: +2 Block Handheld deflection devices |
2 nuummite 2 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +10% When used to imbue an object: Stun/Freeze immunity: +10% Gems can be sold for money or used in arcane rituals. |
obsidian obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +45% When used to imbue an object: Stun/Freeze immunity: +45% Gems can be sold for money or used in arcane rituals. |
agate agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
Radhusin the dwarven-steel pickaxe (dig speed 8 turns) Radhusin the dwarven-steel pickaxe (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 Changes stats: +5 Str / +3 Dex / +2 Con Changes resistances: +5% arcane / +3% light Disarm immunity: +5% Light radius: +1 Infravision radius: +2 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
verdite verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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 course 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 it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
tiny geode tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
Aerena the ash totem of cure poisons [power 2] (18 cooldown) Aerena the ash totem of cure poisons [power 2] (18 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Str / +1 Wil It can be used to removes up to 2 poisons from the target, placing all other charms into a 18 cooldown. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
ametrine ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Hunter the Cornac Summoner level 10
76th Pyre 122nd year of Ascendancy at 10:01 see stats
Level 20
Got a character to level 20.By Hunter the Cornac Summoner level 20
5th Mirth 122nd year of Ascendancy at 20:51 see stats
Level 30
Got a character to level 30.By Hunter the Cornac Summoner level 30
6th Flare 122nd year of Ascendancy at 01:48 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Hunter the Cornac Summoner level 32
7th Dusk 122nd year of Ascendancy at 01:25 see stats
The Arena
Unlocked Arena mode.By Hunter the Cornac Summoner level 13
78th Pyre 122nd year of Ascendancy at 13:06 see stats
Log
Hunter deactivates Psiblades.
Hunter activates Psiblades.
Hunter meditates on nature.
Hunter meditates on nature.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Hunter meditates on nature.
Resting starts...
Talent Meditation is ready to use.
Rested for 20 turns (stop reason: all resources and life at maximum).
Hunter meditates on nature.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Hunter meditates on nature.
Resting starts...
Talent Meditation is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
You are sent back to the material plane!
Hunter uses Leaves Tide.
Hunter's mind surges with critical power!
Poison ooze seems more focused.
Poison ooze shoves Poison ooze forward.
Xereletta the brittle clear ooze uses Dissolve.
Xereletta the brittle clear ooze shrugs off the critical damage!
Brittle clear ooze resists the mind attack!
Saving game...
