










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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.
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Shalore |
Class | Sun Paladin |
Level / Exp | 15 / 64% |
Size | medium |
Lifes / Deaths | Killed by Emeleremina the green worm mass at level 15 on the 71st Haze 122nd year of Ascendancy at 18:08 / 1 |
Primary Stats
Strength | 40 (base 39) |
Dexterity | 11 (base 10) |
Constitution | 17 (base 13) |
Magic | 39 (base 32) |
Willpower | 17 (base 10) |
Cunning | 20 (base 10) |
Resources
Life | -123/511 |
Mana | 99/219 |
Stamina | 170/170 |
Positive | 48/92 |
Healing Factor | 1.062941519274 |
Regeneration | 2.3916184183665 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
See Stealth | 6 |
See Invisible | 5 |
Offense: Mainhand
Damage | 69 |
Accuracy | 31 |
Crit Chance | 12% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Lightning | +10% |
Darkness | +12% |
Physical | +6% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 28.551211628464 (73.607947236566%) |
Defense | 11 |
Ranged Defense | 11 |
Fatigue | 20 |
Physical Save | 21 |
Spell Save | 21 |
Mental Save | 15 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 10%( 70%) |
Mind | + 12%( 70%) |
All | 0%( 70%) |
Darkness | + 15%( 70%) |
Light | + 3%( 70%) |
Temporal | + 9%( 70%) |
Fire | + 28%( 70%) |
Lightning | + 37%( 70%) |
Defense: Immunities
Bleed Resistance | 20% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Poison Resistance | 10% |
Knockback Resistance | 50% |
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: 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 60 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 124 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 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 grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * '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.' * You've found the needed honey tree root. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed bloated horror heart. * You've found the needed ice ant stinger. 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 orc heart. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +3 Defense +10 (+9 eff.) Fatigue +2% Resistance +5% lightning +6% temporal +9% fire +6% blight Physical save +3 (+1 eff.) Mind save +3 (+3 eff.) Unlife -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% cold Ignore resists +15% darkness +15% lightning When Hit 2 lightning defense ------ Resistance +3% lightning Life +41.00 other ------- 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 | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +3% light +9% lightning Cut Resist +20% Knockbk Resist +10% Teleport Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +3 Cun +2 Con offense ------ Damage +6% physical other ------- Stamina/turn +1.00 Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% lightning When Hit 6 cold On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +20% lightning +5% arcane Spell save +3 (+1 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invis +5 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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 | ![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 34.5 - 55.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +7 mind On Hit: * 17% chance to reduce all saves and defense by 13 While equipped: Stats +3 Cun +2 Wil Massive two-handed swords. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Damage +6% acid defense ------ Armor +1 Fatigue +1% Resistance +6% mind +9% acid Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +11.00 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. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: Stats +2 Wil offense ------ Damage +12% darkness When Hit 2 cold defense ------ Armor +9 Fatigue +22% Resistance +16% blight +19% fire +15% darkness Life +20.00 other ------- Light +1 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ When Hit 4 lightning defense ------ Defense +1 (+1 eff.) Unlife -40.00 life Life +70.00 Poison Resist +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 | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +2 Con defense ------ Resistance +3% temporal +6% mind +5% arcane Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 101 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Disrupt While equipped: Stats +3 Con defense ------ Resistance +3% temporal +16% blight +14% cold +14% nature +12% fire Spell save +9 (+4 eff.) Poison Resist +26% Disease Resist +23% Amulets make your neck look great! |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Nature Weapon Damage 18.5 - 29.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 nature +4 mind On-Hit, radius 1 +12 darkness While equipped: defense ------ Mind save +3 (+3 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Rare] Arcane Weapon Damage 38.0 - 60.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 light Damage Against +7% Undead On-Hit, radius 1 +20 blight While equipped: offense ------ Spellpower/crit +4 defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.08 EQ when Hit +0.12 Massive two-handed swords. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Master Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +8 blight While equipped: offense ------ Damage +18% blight Ignore resists +10% blight Accuracy +8 (+4 eff.) defense ------ Defense +7 (+7 eff.) Resistance +9% blight Disarm Resist +28% One-handed war axes. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Projectile Speed +200% On-ranged-hit +15 acid On Hit: * 20% chance to reduce damage dealt by 11% While equipped: offense ------ Damage +17% acid Ignore resists +5% physical other ------- Reload +4 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Normal] Weapon Damage 20.0 - 28.0 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 19 Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +22 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Nature While equipped: offense ------ Damage +3% light defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +3% acid +5% arcane Life +21.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 17.0 Encumbrance T2 massive armor [Ego] Master While equipped: defense ------ Armor +15 Fatigue +22% A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Spell save +5 (+2 eff.) Mind save +3 (+3 eff.) Disarm Resist +20% Pinning Resist +10% other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +3% cold defense ------ Resistance +3% light +9% darkness +5% arcane Life +33.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +6% fire +5% cold A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Critical power +6.00% Physical Power +4 (+1 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +15% lightning +3% cold +5% arcane +3% darkness A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Dex +1 Cun +2 Con offense ------ Damage +3% acid +12% mind defense ------ 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. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% mind Ignore resists +10% physical Accuracy +10 (+5 eff.) defense ------ Defense +7 (+7 eff.) Resistance +3% mind Physical 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. |
![]() 2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ 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. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +12% nature +3% darkness defense ------ Armor +3 Resistance +3% darkness other ------- Psi when Hit +0.04 Infravision +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Spellpower +3 (+2 eff.) defense ------ Armor +1 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% acid +3% light When Hit 2 acid 6 light 4 blight defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) other ------- Encumbrance +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold other ------- Stamina/turn +0.40 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Psionic While equipped: defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +1 Physical save +6 (+3 eff.) Mind save +12 (+8 eff.) Disarm Resist +21% other ------- Hate-on-crit +2.00 Max hate +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +6 Cun offense ------ Mindpower +30 (+15 eff.) On-Hit 8 lightning Damage +5% lightning defense ------ Armor +2 Fatigue +3% Resistance +5% lightning +6% fire 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. |
![]() 3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +3 Fatigue +5% Physical save +11 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Crit +3.0% Ignore Armor +1 other ------- Max stamina +10.00 Light +5 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
![]() 2.0 Encumbrance T1 lite [Ego+] Nature While equipped: Stats +1 Con defense ------ Resistance +6% blight Life +43.00 Life Regen +1.00 other ------- 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +40.00 Healmod +11% other ------- 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +4 Dex +1 Wil offense ------ When Hit 10 fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Crit Resistance 5.00% Create a radius 3 storm for 5 turns. Each turn, creatures within take 50 lightning damage and will be dazed for 1 turn (253 total damage) Puts all charms on 15 turn 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. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Sylvia the Shalore Sun Paladin level 9
9th Flare 122nd year of Ascendancy at 15:14 see stats
By Sylvia the Shalore Sun Paladin level 10
36th Dusk 122nd year of Ascendancy at 14:37 see stats
By Sylvia the Shalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 10:35 see stats
By Sylvia the Shalore Sun Paladin level 9
3rd Mirth 122nd year of Ascendancy at 18:39 see stats
By Sylvia the Shalore Sun Paladin level 9
33rd Dusk 122nd year of Ascendancy at 23:09 see stats
By Sylvia the Shalore Sun Paladin level 15
71st Haze 122nd year of Ascendancy at 02:20 see stats
Log
A shield forms around Sylvia.
Something performs a melee critical strike against Sylvia!
Something hits Sylvia for (45 absorbed), 0 physical, (4 absorbed), 0 blight, (12 absorbed), 0 physical, (16 absorbed), 0 cold (0 total damage).
Something hits Sylvia for (28 absorbed), 0 acid, (40 absorbed), 0 acid, (2 absorbed), 0 darkness (0 total damage).
The protective shield of Sylvia disappears.
Talent Suncloak is ready to use.
Something performs a melee critical strike against Sylvia!
Your shield crumbles under the damage!
The shield around Sylvia crumbles.
Sylvia is disarmed!
Something performs a melee critical strike against Sylvia!
Sylvia casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Something damages himself through Martyrdom!
Something hits Sylvia for (5 absorbed), 28 physical, 44 physical, 2 darkness (74 total damage).
Sylvia hits Something for 3 physical, 4 physical, 0 darkness (7 total damage).
Talent Mark of Light is ready to use.
Talent Rune: Shielding is ready to use.
Something performs a melee critical strike against Sylvia!
Something hits Sylvia for 68 physical, 59 physical, 3 darkness (130 total damage).
Sylvia is not disabled anymore.
Sylvia recovers sight.
Talent Wave of Power is ready to use.
Emeleremina the green worm mass is no longer evading attacks.
Emeleremina the green worm mass envelops Sylvia with acid.
Emeleremina the green worm mass hits Sylvia for 80 acid, 89 acid (169 total damage).
Melee retaliation hits Emeleremina the green worm mass for 9 light, 5 cold, 6 lightning, 9 light, 5 cold, 6 lightning (42 total damage).
Sylvia the level 15 shalore sun paladin was corroded to death by Emeleremina the green worm mass on level 1 of The Maze.