Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Arcane Blade |
Level / Exp | 21 / 76% |
Size | medium |
Lifes / Deaths | Killed by Betulaith the hornet swarm at level 21 on the 31st Regrowth 123rd year of Ascendancy at 15:57 / 1 |
Primary Stats
Strength | 30 (base 13) |
Dexterity | 25 (base 10) |
Constitution | 20 (base 10) |
Magic | 73 (base 50) |
Willpower | 22 (base 10) |
Cunning | 71 (base 39) |
Resources
Life | -73/495 |
Mana | 183/312 |
Stamina | 120/190 |
Healing Factor | 1.0870588855781 |
Regeneration | 4.6200002637069 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 45.058027722065 |
See Invisible | 73.058027722065 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 33 |
Accuracy | 33 |
Crit Chance | 32% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Physical | +5% |
Lightning | +62% |
Mind | +5% |
Cold | +20% |
Blight | +12% |
Arcane | +20% |
Fire | +30% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Lightning | +60% |
Mind | +10% |
Cold | +10% |
Blight | +20% |
Arcane | +15% |
Fire | +10% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 27 (38.65183292883%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 26 |
Mental Save | 36 |
Defense: Resistances
Acid | + 34%( 70%) |
Physical | + 20%( 70%) |
Cold | + 14%( 70%) |
All | + 9%( 70%) |
Darkness | + 12%( 70%) |
Temporal | + 14%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 31%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Confusion Resistance | 0% |
Teleport Resistance | 10% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 262 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 125 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. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
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 646% 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 Cunning stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed skeleton mage skull. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed chunk of ghoul flesh. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed orc heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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 within5 lumberjacks have died. | done |
Equipment
On feet | Zubeseba (0 def, 3 armour) Zubeseba (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil +2 Cun +3 Con dps ---------- Spell.crit +3% Res.pen +5% arcane ----- def ----- Armour +3 Fatigue -6% Resists +12% acid Crit.chn- 15.00% Phys.save +21 (+8 eff.) Mind.save +15 (+6 eff.) HP.reg +4.00 Silence- +10% ---------- misc Max.enc +32 Mana/turn +0.21 Max.mana +32.00 A pair of boots made of leather. |
Quiver | pouch of steel shots 'Arcbraze' (16/16, 20-25 power, 2 apr) pouch of steel shots 'Arcbraze' (16/16, 20-25 power, 2 apr)3.0 T2 shot ammo [Rare] Nature Power 20.5 - 24.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Proj.spd +200% Ranged+ +20 mind On Hit.r1 +20 lightning On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 67 physical damage Shots are used with slings to pummel your foes to death. |
Light source | brass lantern 'Shimmerlore' brass lantern 'Shimmerlore'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +15% lightning On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Resists +3% lightning Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +7 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 | Cracklepall (1 def, 0 armour) Cracklepall (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +1 Mag +2 Wil dps ---------- Dmg.mod +10% fire Res.pen +15% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% fire A pointy cloth hat, very wizardly... |
Tool | Shimmerreign [power 160] (13 cooldown) Shimmerreign [power 160] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Str +3 Dex +4 Con ----- def ----- Resists +9% lightning ---------- misc See.Invis +12 Blast the opponent's mind dealing 168 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Zanezilarand the Ichorraven Zanezilarand the Ichorraven0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Cun +4 Str dps ---------- Res.pen +20% nature +20% lightning ----- def ----- Armour +8 Resists +6% nature ---------- misc Infravis +3 See.Invis +9 Rings make your fingers look great! |
On fingers | steel ring 'Chargeedge' steel ring 'Chargeedge'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +33% lightning +6% temporal ---------- misc Infravis +3 See.Invis +6 Rings make your fingers look great! |
Around waist | rough leather belt 'Camerin' rough leather belt 'Camerin'1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Resists +9% lightning +9% fire +5% cold Die.at -60.00 life Max.HP +20.00 A belt that goes around your waist. |
In main hand | Chalirim the yew magestaff (20-24 power, 4 apr, cold element) Chalirim the yew magestaff (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+4 eff.) Dmg.mod +20% lightning +12% blight +20% cold +20% arcane +20% fire Res.pen +10% lightning +20% blight +10% fire +10% arcane +10% cold On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Armour +3 Hardiness +3% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 38.64 to 48.30 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | Layymitha the Murkwalker (1 def, 0 armour) Layymitha the Murkwalker (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness +9% nature Max.HP +30.00 Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding copper amulet of constitution (+3) grounding copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets make your neck look great! |
Inventory
heroism infusion (die at -232; dur 6; cd 34) heroism infusion (die at -232; dur 6; cd 34)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -232 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 464 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 623%; cd 11) movement infusion of the sneak (speed 623%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 623% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 465; 16 cd) regeneration infusion of the sneak (heal 465; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 465 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune of the wizard (regen 1221% over 10 turns; mana 61; cd 18) manasurge rune of the wizard (regen 1221% over 10 turns; mana 61; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1221% for 10 turns (26 total) and instantly restoring 61 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1047% over 10 turns; mana 52; cd 17) manasurge rune of the wizard (regen 1047% over 10 turns; mana 52; cd 17)0.1 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 usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1047% for 10 turns (22 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of constitution (+2) copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
Blackbreak Blackbreak0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Res.pen +15% physical Acc +15 (+7 eff.) ----- def ----- Resists +3% acid +9% darkness Die.at -40.00 life Blind- +26% ---------- misc Infravis +4 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
Searwolf the steel ring Searwolf the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag +3 Wil +2 Cun dps ---------- Spell.pwr +6 (+2 eff.) Res.pen +20% fire ----- def ----- Resists +3% light +3% fire Mind.save +6 (+3 eff.) HP.reg +3.00 Stun/Frz- +22% Rings make your fingers look great! |
copper ring of light (+20%) copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Rings make your fingers look great! |
warrior's copper ring of clarity warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
elemental steel greatsword of projection (24-38 power, 2 apr) elemental steel greatsword of projection (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Arcane/Psionic Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 96 cold damage (1/turn) * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +12% cold Res.pen +13% cold Massive two-handed swords. |
iron greatsword (13-21 power, 1 apr) iron greatsword (13-21 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 13.0 - 20.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
steel longsword (14-20 power, 3 apr) steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
Wildwasp (19-23 power, 3 apr, fire element) Wildwasp (19-23 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil +2 Cun +2 Con dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +3% nature +19% fire Res.pen +25% nature +15% fire ----- def ----- Resists +6% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of might (10-12 power, 2 apr, lightning element) elm magestaff of might (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Drihir the Sepsisfoe (14-19 power, 3 apr) Drihir the Sepsisfoe (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +4 nature While equipped: dps ---------- Res.pen +7% physical Acc +9 (+5 eff.) Apr +7 ----- def ----- Resists +12% acid +1% physical Crit.chn- 15.00% Poison- +20% ---------- misc See.Invis +12 One-handed war axes. |
Lorerain (12-16 power, 2 apr) Lorerain (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Str ----- def ----- Resists +12% darkness Max.HP +80.00 Knockbk- +20% ---------- misc See.Invis +3 One-handed war axes. |
iron waraxe (11-15 power, 2 apr) iron waraxe (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
Armekalthodas the drakeskin leather belt Armekalthodas the drakeskin leather belt1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +5 Cun +9 Lck dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Fatigue -7% Resists +6% cold +6% light +9% mind Phys.save +11 (+5 eff.) Stealth +11 ---------- misc T.Disarm +14 Max.enc +52 Infravis +4 A belt that goes around your waist. |
Hygund the Flashserpent Hygund the Flashserpent1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +6 Lck ----- def ----- Resists +6% blight +3% fire +9% light +12% acid Stealth +6 ---------- misc T.Disarm +7 Infravis +3 A belt that goes around your waist. |
grounding rough leather belt of life grounding rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal HP.reg +0.60 Heal.mod +10% A belt that goes around your waist. |
enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.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. |
thick linen cloak of battle (1 def, 5 armour) thick linen cloak of battle (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) ----- def ----- Armour +5 Defense +1 (+0 eff.) Fatigue -3% Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sewerzephyr, the pair of rough leather boots (0 def, 1 armour) Sewerzephyr, the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +4 Cun +3 Con +6 Lck dps ---------- Melee Ret 2 nature 4 blight ----- def ----- Armour +1 Stealth +5 A pair of boots made of leather. |
Skypunish the pair of iron boots (0 def, 3 armour) Skypunish the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Res.pen +25% acid On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Armour +3 Fatigue +2% Resists +16% lightning +6% temporal +12% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots (0 def, 3 armour) miner's pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
pair of iron boots 'Chargestinger' (0 def, 3 armour) pair of iron boots 'Chargestinger' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Wil dps ---------- Res.pen +15% darkness +10% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +3 Fatigue +2% Resists +9% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Elenireneg' (0 def, 1 armour) pair of rough leather boots 'Elenireneg' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +1% ----- def ----- Armour +1 Resists +6% lightning +6% temporal +5% arcane +6% nature ---------- misc Max.hate +6.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 57.28 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Camohir the rough leather cap (15 def, 1 armour) Camohir the rough leather cap (15 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Defense +15 (+7 eff.) Fatigue +1% Resists +3% mind Phys.save +3 (+1 eff.) Heal.mod +10% A cap made of leather. |
linen wizard hat of the mind (+11%) (1 def, 0 armour) linen wizard hat of the mind (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+0 eff.) Resists +11% mind A pointy cloth hat, very wizardly... |
miner's iron helm of dexterity (+2) (0 def, 4 armour) miner's iron helm of dexterity (+2) (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Tempestblur' (0 def, 3 armour) rough leather cap 'Tempestblur' (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +10% lightning ----- def ----- Armour +3 Fatigue +1% Resists +3% temporal Confus- +20% ---------- misc Infravis +1 A cap made of leather. |
Satyrransom (2 def, 6 armour) Satyrransom (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% mind Melee Ret 10 darkness ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +19% fire +18% nature +3% mind A suit of armour made of mail. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
2 agate 2 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. |
311 alchemist agate 311 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. |
5 aquamarine 5 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. |
3 opal 3 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 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Goredream' (dig speed 19 turns) iron pickaxe 'Goredream' (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +9% cold Res.pen +10% lightning +10% nature On Hit (Melee): * 10% chance to slow global speed by 50% ----- def ----- Armour +2 Defense +5 (+2 eff.) Resists +15% nature +6% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 31 turns) sapper's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang 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. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Gutira the brass lantern Gutira the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Con ----- def ----- Resists +6% darkness Max.HP +43.00 ---------- misc Hate/m.crit +1.00 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. |
Lustrewire the brass lantern Lustrewire the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +2 Wil dps ---------- Res.pen +20% light ----- def ----- Max.HP +40.00 ---------- misc Light +3 Infravis +1 See.Invis +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. |
brass lantern 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
Moldwither the iron torque of mindblast [power 105] (13 cooldown) Moldwither the iron torque of mindblast [power 105] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% blight +6% temporal Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. |
Glalethra [power 206] (13 cooldown) Glalethra [power 206] (13 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Resists +5% arcane +15% fire Die.at -80.00 life HP.reg +4.00 Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Xerybeth the Galetaint [power 110] (13 cooldown) Xerybeth the Galetaint [power 110] (13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% lightning +3% mind Res.pen +5% mind +10% lightning Melee Ret 2 lightning ----- def ----- Resists +18% fire Fire a magical bolt dealing 178 lightning damage Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine 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. |
8 citrine 8 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. |
6 zircon 6 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
By Aerials the Shalore Arcane Blade level 10
5th Dusk 122nd year of Ascendancy at 21:28 see stats
By Aerials the Shalore Arcane Blade level 10
1st Summertide 122nd year of Ascendancy at 01:19 see stats
By Aerials the Shalore Arcane Blade level 20
4th Regrowth 123rd year of Ascendancy at 11:49 see stats
By Aerials the Shalore Arcane Blade level 19
2nd Regrowth 123rd year of Ascendancy at 08:46 see stats
By Aerials the Shalore Arcane Blade level 6
4th Mirth 122nd year of Ascendancy at 00:26 see stats
By Aerials the Shalore Arcane Blade level 5
2nd Mirth 122nd year of Ascendancy at 19:01 see stats
By Aerials the Shalore Arcane Blade level 16
3rd Decay 122nd year of Ascendancy at 05:31 see stats
Log
Aerials slows down.
Aerials's spell attains critical power!
Poison from Betulaith the hornet swarm hits Aerials for (9 absorbed), 0 nature (0 total damage).
Thunderstorm hits Betulaith the hornet swarm for 50 lightning damage.
Your shield crumbles under the damage!
The shield around Aerials crumbles.
Betulaith the hornet swarm uses Thermal Strike.
Aerials resists!
Betulaith the hornet swarm hits Aerials for 142 cold, 14 physical, 87 cold (243 total damage).
Betulaith the hornet swarm's Beyond the Flesh hits Aerials for (14 absorbed), 27 physical, 14 physical (41 total damage).
Betulaith the hornet swarm uses Telekinetic Smash.
Betulaith the hornet swarm performs a melee critical strike against Aerials!
Aerials is jolted to attention by the damage and is no longer being beckoned.
Aerials is no longer beckoned.
Aerials is crippled.
Aerials is stunned!
Aerials is being stalked by Betulaith the hornet swarm!
Betulaith the hornet swarm hits Aerials for 66 physical, 14 physical, 85 physical, 14 physical (177 total damage).
Aerials's spell attains critical power!
Poison from Betulaith the hornet swarm hits Aerials for 9 nature damage.
Thunderstorm hits Betulaith the hornet swarm for 42 lightning damage.
Betulaith the hornet swarm uses Harass Prey.
Aerials has been harassed.
Betulaith the hornet swarm performs a melee critical strike against Aerials!
Aerials's Teleport is disrupted!
Betulaith the hornet swarm performs a melee critical strike against Aerials!
Aerials is no longer being stalked by Betulaith the hornet swarm.
Betulaith the hornet swarm hits Aerials for 30 physical, 14 physical, 44 physical, 14 physical (100 total damage).
Aerials the level 21 shalore arcane blade was squished to death by Betulaith the hornet swarm on level 2 of Old Forest.
The furious lightning storm around Aerials calms down and disappears.