











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! 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:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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.
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Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Shalore |
Class | Sun Paladin |
Level / Exp | 20 / 77% |
Size | medium |
Lifes / Deaths | Killed by naga tidecaller at level 1 on the 74th Pyre 122nd year of Ascendancy at 16:44 / 44Killed by naga tidecaller at level 1 on the 74th Pyre 122nd year of Ascendancy at 21:41 Killed by naga nereid at level 3 on the 76th Pyre 122nd year of Ascendancy at 23:55 Killed by Lady Zoisla the Tidebringer at level 4 on the 77th Pyre 122nd year of Ascendancy at 20:23 Killed by Salolewen the white worm mass at level 5 on the 78th Pyre 122nd year of Ascendancy at 05:17 Killed by cutpurse at level 6 on the 79th Pyre 122nd year of Ascendancy at 05:18 Killed by giant venus flytrap at level 7 on the 2nd Mirth 122nd year of Ascendancy at 09:01 Killed by orc assassin at level 12 on the 64th Dusk 122nd year of Ascendancy at 11:20 Killed by elven corruptor at level 12 on the 66th Dusk 122nd year of Ascendancy at 05:53 Killed by thief at level 12 on the 66th Dusk 122nd year of Ascendancy at 10:13 Killed by Xapar the shalore at level 13 on the 70th Dusk 122nd year of Ascendancy at 14:30 Killed by Dedelrai the human at level 13 on the 74th Dusk 122nd year of Ascendancy at 12:36 Killed by gwelgoroth at level 14 on the 34th Haze 122nd year of Ascendancy at 13:32 Killed by gwelgoroth at level 14 on the 34th Haze 122nd year of Ascendancy at 15:29 Killed by gwelgoroth at level 14 on the 34th Haze 122nd year of Ascendancy at 17:09 Killed by Rat Lich at level 14 on the 35th Haze 122nd year of Ascendancy at 13:59 Killed by Rat Lich at level 14 on the 35th Haze 122nd year of Ascendancy at 15:33 Killed by poison vine at level 15 on the 36th Haze 122nd year of Ascendancy at 06:12 Killed by elven corruptor at level 15 on the 36th Haze 122nd year of Ascendancy at 22:06 Killed by elven corruptor at level 15 on the 37th Haze 122nd year of Ascendancy at 00:03 Killed by Grand Corruptor at level 15 on the 37th Haze 122nd year of Ascendancy at 07:07 Killed by Grand Corruptor at level 15 on the 37th Haze 122nd year of Ascendancy at 08:47 Killed by Grand Corruptor at level 15 on the 37th Haze 122nd year of Ascendancy at 09:24 Killed by Grand Corruptor at level 15 on the 37th Haze 122nd year of Ascendancy at 10:16 Killed by Grand Corruptor at level 15 on the 37th Haze 122nd year of Ascendancy at 10:55 Killed by Grand Corruptor at level 15 on the 37th Haze 122nd year of Ascendancy at 11:31 Killed by Grand Corruptor at level 15 on the 37th Haze 122nd year of Ascendancy at 12:31 Killed by Grand Corruptor at level 15 on the 37th Haze 122nd year of Ascendancy at 13:09 Killed by Grand Corruptor at level 15 on the 37th Haze 122nd year of Ascendancy at 13:51 Killed by Betadalaith the cutpurse at level 17 on the 68th Haze 122nd year of Ascendancy at 19:28 Killed by Isissra the red crystal at level 19 on the 77th Haze 122nd year of Ascendancy at 10:11 Killed by Belomina the white crystal at level 19 on the 77th Haze 122nd year of Ascendancy at 11:14 Killed by Polylrata the corrupted plasmic disruptor at level 19 on the 77th Haze 122nd year of Ascendancy at 23:57 Killed by Mayildamina the Blightborn at level 19 on the 78th Haze 122nd year of Ascendancy at 02:47 Killed by Bethyldakira the hornet swarm at level 20 on the 79th Haze 122nd year of Ascendancy at 21:53 Killed by Weirdling Beast at level 20 on the 2nd Decay 122nd year of Ascendancy at 21:47 Killed by Weirdling Beast at level 20 on the 3rd Decay 122nd year of Ascendancy at 00:15 Killed by Weirdling Beast at level 20 on the 3rd Decay 122nd year of Ascendancy at 02:11 Killed by Weirdling Beast at level 20 on the 3rd Decay 122nd year of Ascendancy at 06:26 Killed by Weirdling Beast at level 20 on the 3rd Decay 122nd year of Ascendancy at 08:23 Killed by Weirdling Beast at level 20 on the 3rd Decay 122nd year of Ascendancy at 12:55 Killed by Elalravea the eternal bone giant at level 20 on the 10th Regrowth 123rd year of Ascendancy at 03:53 Killed by Elalravea the eternal bone giant at level 20 on the 10th Regrowth 123rd year of Ascendancy at 06:36 Killed by Ulfirain at level 20 on the 10th Regrowth 123rd year of Ascendancy at 07:28 |
Primary Stats
Strength | 67 (base 44) |
Dexterity | 19 (base 10) |
Constitution | 16 (base 10) |
Magic | 62 (base 48) |
Willpower | 31 (base 10) |
Cunning | 20 (base 10) |
Resources
Life | 508/508 |
Positive | 37/107 |
Stamina | 210/210 |
Healing Factor | 1.1545771506545 |
Regeneration | 0.28864428766362 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 16 |
See Invisible | 15 |
Offense: Mainhand
Damage | 76 |
Accuracy | 22 |
Crit Chance | 25% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 57 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Nature | +3% |
Mind | +4% |
Cold | +18% |
All | 0% |
Offense: Damage Penetration
Temporal | +25% |
Mind | +20% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 41.5 (80%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 27 |
Physical Save | 24 |
Spell Save | 29 |
Mental Save | 23 |
Defense: Resistances
Lightning | + 34%( 70%) |
Light | + 70%( 70%) |
Cold | + 6%( 70%) |
Blight | + 6%( 70%) |
Mind | + 15%( 70%) |
Fire | + 18%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 94% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 83 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. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 2 physical, 5 mind, 3 fire, 3 arcane, 4 temporal |
Class Talents
Celestial / Guardian | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
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 successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by rattlesnake. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Misdirection (+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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed hummerhorn wing. * You've found the needed bloated horror heart. 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 naga tongue. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 nature Changes resistances: +9% mind Changes resistances penetration: +10% nature / +25% temporal Changes damage: +3% nature Spellpower: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 nature Changes stats: +3 Str / +2 Con Psi when hit: +0.08 Mindpower: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+6 eff.) Physical power: +5 (+1 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 10 mind Changes stats: +2 Str / +4 Dex / +3 Cun Changes resistances: +6% mind Changes damage: +4% mind Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+3 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you Activation costs 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +7 (+2 eff.) Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +10 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +18% cold Blindness immunity: +27% Spellpower: +7 (+2 eff.) Mindpower: +7 (+2 eff.) Infravision radius: +3 See stealth: +6 See invisible: +5 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Blunt and deadly. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% cold / +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.0 - 33.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (radius 1) on hit: +12 fire When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 1 fire Changes stats: +2 Cun Changes resistances: +12% fire Changes resistances penetration: +20% mind Talent granted: +1 Block Mental save: +9 (+4 eff.) Psi when hit: +0.04 Mindpower: +10 (+3 eff.) Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +2 Mag / +2 Wil Spell save: +7 (+4 eff.) Maximum mana: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +22 (+6 eff.) Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +12 Str / +4 Dex / +5 Mag / +6 Wil / +4 Con Changes resistances: +34% lightning Maximum life: +87.00 Spellpower: +19 (+5 eff.) Spell crit. chance: +6% Mindpower: +23 (+8 eff.) Mental crit. chance: +7% Light radius: +1 Infravision radius: +3 A suit of armour made of mail. |
Inventory
![]() Infused by arcane disrupting forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +6 Mag / -5 Wil Changes resistances: +29% blight / +28% nature / +3% acid Changes resistances penetration: +10% acid Mental save: +8 (+4 eff.) Poison immunity: +56% Disease immunity: +52% Confusion immunity: +13% Mindpower: +7 (+2 eff.) Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings make your fingers look great! |
![]() The Black Ring Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+4 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
![]() Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +5 temporal When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +15% darkness / +8% temporal Changes damage: +3% fire Blunt and deadly. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
![]() Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +15% cold A suit of armour made of mail. |
![]() Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +12 Fatigue: +22% Changes resistances: +6% physical Physical save: +10 (+5 eff.) A suit of armour made of metal plates. |
![]() Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 20% chance to reduce damage dealt by 24% Damage when hit (Melee): 4 darkness Changes stats: +3 Str Changes resistances: +18% fire Changes resistances penetration: +10% lightning Infravision radius: +1 A suit of armour made of metal plates. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +21 (+10 eff.) Changes stats: +3 Str / +1 Wil / +1 Cun / +1 Con Changes resistances: +1% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Infravision radius: +1 A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +11.00 Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +4 (+1 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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) Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Ulfirain the Shalore Sun Paladin level 13
24th Haze 122nd year of Ascendancy at 04:01 see stats
By Ulfirain the Shalore Sun Paladin level 18
72nd Haze 122nd year of Ascendancy at 00:22 see stats
By Ulfirain the Shalore Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 15:18 see stats
By Ulfirain the Shalore Sun Paladin level 20
79th Haze 122nd year of Ascendancy at 16:55 see stats
By Ulfirain the Shalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 20:01 see stats
By Ulfirain the Shalore Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 16:40 see stats
By Ulfirain the Shalore Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 03:29 see stats
By Ulfirain the Shalore Sun Paladin level 14
35th Haze 122nd year of Ascendancy at 16:47 see stats
By Ulfirain the Shalore Sun Paladin level 16
64th Haze 122nd year of Ascendancy at 14:45 see stats
By Ulfirain the Shalore Sun Paladin level 20
10th Regrowth 123rd year of Ascendancy at 07:28 see stats
Log
Resting starts...
Talent Judgement is ready to use.
Talent Block is ready to use.
Talent Healing Light is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Shield Pummel is ready to use.
Talent Weapon of Light is ready to use.
Talent Shield of Light is ready to use.
Talent Sun Ray is ready to use.
Talent Barrier is ready to use.
Talent Searing Sight is ready to use.
Talent Chant of Fortress is ready to use.
Talent Path of the Sun is ready to use.
Talent Rune: Shielding is ready to use.
Talent Grace of the Eternals is ready to use.
Talent Bathe in Light is ready to use.
Rested for 25 turns (stop reason: all resources and life at maximum).
Ulfirain activates Searing Sight.
Ulfirain activates Weapon of Light.
Saving done.
Ulfirain activates Shield of Light.
Ulfirain activates Chant of Fortress.
Ulfirain activates Chant of Resistance.
Ulfirain deactivates Chant of Fortress.
Personal New Achievement: Utterly Destroyed (Exploration mode)!