










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.7.0Official 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 1.5.5This 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin (Fallen) |
| Level / Exp | 28 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 20 on the 18th Haze 122nd year of Ascendancy at 02:24 4 / 2Killed by Lord of Skulls (mage) at level 28 on the 39th Regrowth 123rd year of Ascendancy at 11:27 |
Primary Stats
| Strength | 40 (base 36) |
| Dexterity | 27 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 85 (base 57) |
| Willpower | 48 (base 30) |
| Cunning | 27 (base 10) |
Resources
| Life | 850/850 |
| Positive | 61/61 |
| Hate | 50/100 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 1.3780207965591 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 45 |
| Crit Chance | 29% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +21% |
| Mind | +6% |
| Light | +11% |
| Temporal | +9% |
| Blight | +19% |
| Arcane | +12% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Darkness | +10% |
| Mind | +35% |
| Cold | +24% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 64.413408721348 (80.897138898113%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 37 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 40%( 70%) |
| All | 0%( 70%) |
| Lightning | + 8%( 70%) |
| Temporal | + 3%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 39%( 70%) |
| Darkness | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Pinning Resistance | 20% |
| Confusion Resistance | 15% |
| Fear Resistance | 15% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 55% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 626% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 164.08 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| 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 155 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Darkside | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Cursed / Crimson Templar | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Bloodstained | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cursed / Hatred | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Celestial / Dirges | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Dirge of Pestilence |
| talent | Shared Agony |
| talent | Second Life |
| talent | Blood Bath |
| talent | Chant of Fortress |
| talent | Gloom |
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 successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by bee swarm. Escort: lost defiler (level 2 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Burb the snow giant champion. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed hummerhorn wing. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of wight ectoplasm. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Flashravage (0 def, 16 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Armour +16 Resists +6% fire +6% darkness +3% temporal Max.HP +20.00 Pinning- +20% ---------- misc Infravis +2 A pair of boots made of leather. |
| Light source | Xuwe the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Crit.mult +20.00% Dmg.mod +6% mind Res.pen +10% mind ----- def ----- Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Harilenik the Jetbrawn (0 def, 4 armour)3.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Dex +5 Wil dps ---------- Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 0 ----- def ----- Armour +4 Fatigue +4% Resists +7% blight +10% cold +13% darkness +5% fire Mind.save +8 (+4 eff.) ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | powerful elm wand of conjuration [power 105] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 127 cold damage Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Armeromikor'0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Mag +5 Cun dps ---------- Dmg.mod +6% blight +11% cold +9% arcane +9% temporal Acc +7 (+2 eff.) ----- def ----- Resists +22% cold Phys.save +14 (+4 eff.) Spell.save +9 (+4 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
| On fingers | Ivutta the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +7 Cun dps ---------- Dmg.mod +13% blight ----- def ----- Resists +13% blight +5% arcane Max.HP +60.00 Silence- +10% ---------- misc Equi/ret +0.28 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Malorain (41-66 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Arcane Power 41.0 - 65.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +7.5% Atk.spd 100% On Hit: * Create an explosion dealing 90 cold damage (1/turn) While equipped: Stats +4 Dex +4 Con dps ---------- Phys.crit +2.0% Dmg.mod +10% cold Res.pen +24% cold Melee Ret 8 physical ----- def ----- Armour +8 Massive two-handed swords. |
| On hands | alchemist's hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 5 acid 4 fire 4 cold 9 arcane 5 lightning Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Gilolen the steel mail armour (2 def, 13 armour)14.0 T2 heavy armor [Random Unique] Master While equipped: Stats +4 Str +3 Con dps ---------- Res.pen +25% mind Melee Ret 4 mind On Hit (Melee): * 10% chance to slow global speed by 0% * 10% chance to reduce all saves and defense by 0 ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +13% acid +7% physical +28% fire +8% lightning +8% cold Max.HP +50.00 A suit of armour made of mail. |
| Cloak | regal linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Dex +4 Mag +3 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Inventory
biting gale rune of the sneak (damage 137; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 137.21 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 58; cd 22)0.1 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 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 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
restful copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
Eilinuleda0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Res.pen +5% mind ----- def ----- Defense +4 (+2 eff.) ---------- misc Psi/ret +0.04 Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
arcing dwarven-steel greatsword of massacre (44-70 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 44.0 - 70.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage Massive two-handed swords. |
iron greatsword (13-21 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 13.0 - 20.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
balanced iron longsword of massacre (17-24 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +20% Sharp, long, and deadly. |
elemental steel longsword of crippling (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Arcane/Master Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 90 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +6% acid Res.pen +5% acid Sharp, long, and deadly. |
elemental iron mace of shearing (12-18 power, 2 apr)3.0 T1 mace 1H weapon [Ego++] Arcane/Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% On Hit: * Create an explosion dealing 90 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +6% cold Res.pen +6% cold +6% all Acc +6 (+2 eff.) Apr +5 Blunt and deadly. |
iron mace (11-15 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Demongash1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 0% * 10% chance to reduce armor by 0% ----- def ----- Resists +6% acid +3% mind +6% darkness +6% blight A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Moldripper (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Wil +3 Con dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) Melee Ret 2 acid ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +3% nature +3% acid ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather. |
Isluribeth (10 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +1% Resists +2% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Splendourbone the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +4% nature Melee Ret 6 light ----- def ----- Armour +1 Resists +6% nature +3% light ---------- misc Hate/m.crit +1.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Blindripper the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil +4 Con dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to slow global speed by 0% ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness A pointy cloth hat, very wizardly... |
Velildatta the Shimmerhunger (2 def, 4 armour)14.0 T1 heavy armor [Rare] Psionic While equipped: Stats +4 Str +1 Mag +1 Con dps ---------- Res.pen +10% lightning ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +13 (+7 eff.) ---------- misc See.Invis +6 A suit of armour made of mail. |
fortifying steel mail armour of command (8 def, 10 armour)14.0 T2 heavy armor [Ego++] Master/Psionic While equipped: Stats +3 Str +2 Cun +3 Con ----- def ----- Armour +10 Defense +8 (+4 eff.) Fatigue +12% Mind.save +10 (+5 eff.) Max.HP +30.00 A suit of armour made of mail. |
impenetrable iron mail armour of fire resistance (2 def, 9 armour)14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +9 Defense +2 (+1 eff.) Fatigue +12% Resists +17% fire A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor [Unique] Nature While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
iron shield (0 def, 2 armour, 20 block)7.0 T1 shield armor [Normal] While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield of reflection (0 def, 2 armour, 20 block)7.0 T1 shield armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +10% light +10% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
3 agate0.0 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. |
263 alchemist agate0.0 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Max.HP +42.00 Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 325/400 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 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. |
11 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 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
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Transformers 3 the Cornac Sun Paladin level 15
50th Dusk 122nd year of Ascendancy at 05:37 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Transformers 3 the Cornac Sun Paladin level 23
35th Haze 122nd year of Ascendancy at 00:56 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Transformers 3 the Cornac Sun Paladin level 21
18th Haze 122nd year of Ascendancy at 15:34 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Transformers 3 the Cornac Sun Paladin level 10
6th Flare 122nd year of Ascendancy at 00:00 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Transformers 3 the Cornac Sun Paladin level 20
15th Haze 122nd year of Ascendancy at 06:40 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Transformers 3 the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 09:48 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Transformers 3 the Cornac Sun Paladin level 24
54th Haze 122nd year of Ascendancy at 06:34 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Transformers 3 the Cornac Sun Paladin level 27
37th Regrowth 123rd year of Ascendancy at 11:46 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Transformers 3 the Cornac Sun Paladin level 11
10th Flare 122nd year of Ascendancy at 03:32 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Transformers 3 the Cornac Sun Paladin level 15
46th Dusk 122nd year of Ascendancy at 20:52 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Transformers 3 the Cornac Sun Paladin level 22
28th Haze 122nd year of Ascendancy at 09:31 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Transformers 3 the Cornac Sun Paladin level 26
33rd Regrowth 123rd year of Ascendancy at 02:30 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Transformers 3 the Cornac Sun Paladin level 19
15th Haze 122nd year of Ascendancy at 00:48 see stats
Log
Today is the 40th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:23.
Today is the 41st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Saving done.
Today is the 42nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
Today is the 43rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:28.
Ran for 2 turns (stop reason: hostile spotted to the west (ziguranth patrol)).
Today is the 44th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
Today is the 45th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
Today is the 46th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:20.
Today is the 47th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Today is the 48th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Ran for 2 turns (stop reason: hostile spotted to the east (ziguranth patrol)).
Today is the 49th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
Today is the 50th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
There is a Entrance to a ruined dungeon here (press '' or right click to use).
Today is the 51st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
There is an exit to the worldmap here (press '' or right click to use).











































































































