











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Pragmatic Heroism 1.7.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon 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:
Dread Necromancer 1.6.7The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. 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:
Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Sun Paladin |
| Level / Exp | 19 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by Ivysevena the thief at level 19 on the 76th Dusk 122nd year of Ascendancy at 11:54 3 / 2Killed by Assassin Lord at level 19 on the 77th Dusk 122nd year of Ascendancy at 09:47 |
Primary Stats
| Strength | 35 (base 21) |
| Dexterity | 38 (base 28) |
| Constitution | 25 (base 10) |
| Magic | 60 (base 47) |
| Willpower | 19 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | 611/611 |
| Mana | 113/113 |
| Stamina | 163/176 |
| Positive | 64/64 |
| Healing Factor | 1.6845178243369 |
| Regeneration | 45.566207148313 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | +17.931108862279% |
| Global | +70.883408216907% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 48 |
| Accuracy | 50 |
| Crit Chance | 17% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 18% |
| Speed | 0.84795268156751 |
| Cooldown Reduction | 34.869754728123 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Physical | +12% |
| Mind | +3% |
| All | 0% |
| Darkness | +10% |
| Light | +44% |
| Cold | +9% |
| Fire | +15% |
| Arcane | +3% |
Offense: Damage Penetration
| Acid | +15% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 73.117754354214 (88.607947236566%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 35 |
| Physical Save | 41 |
| Spell Save | 29 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 8%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 13%( 70%) |
| Mind | + 26%( 70%) |
| All | + 2%( 70%) |
| Darkness | + 50%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 16%( 70%) |
| Lightning | + 36%( 70%) |
| Physical | + 14%( 70%) |
| Fire | + 8%( 70%) |
| Nature | + 8%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 24% |
| Blind Resistance | 10% |
| Silence Resistance | 10% |
| Bleed Resistance | 10% |
| Pinning Resistance | 20% |
| Disarm Resistance | 42% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 31% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 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 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Weapon of Light |
| talent | Defensive Posture |
| talent | Premonition |
| talent | Chant of Fortress |
| detrimental effect | The target is poisoned, taking 139.73 nature damage per turn. Damage dealt is reduced by 23%. Poison damage also hits adjacent targets for 50%. Deadly Poison |
| detrimental effect | Reduces global action speed by 41%. Slow |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | The target is protected by the sun, increasing their spell casting speed by 18%, reducing spell cooldowns by 35%, and preventing damage over 59% of your maximum life from a single hit. Suncloak |
| beneficial effect | Increases the effectiveness of all healing the target receives by 15%. Gift of the Woods |
| beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
| beneficial effect | A flow of life spins around the target, regenerating 21.00 life per turn. Regeneration |
| beneficial effect | Reduces darkness damage received by 16%. Premonition Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+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 |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * '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.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed bloated horror heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Gihek the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal Knockback immunity: +10% Life regen: +2.00 Maximum life: +100.00 Healing mod.: +15% A pair of boots made of leather. |
| Light source | Layebrethra the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +15 (+5 eff.) Changes damage: +12% physical Reduces incoming crit damage: 15.00% Physical save: +6 (+2 eff.) Light radius: +3 Healing mod.: +12% 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 | Glintblow (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Str / +3 Wil Changes resistances: +3% acid / +5% physical / +6% fire Changes resistances penetration: +15% acid Changes damage: +9% light / +6% fire Physical save: +6 (+2 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Samaledur the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Damage (Melee): 7 blight / 6 arcane Changes stats: +4 Mag / +5 Wil Changes resistances: +12% blight / +11% arcane Changes damage: +4% blight / +3% arcane Physical save: +9 (+3 eff.) Mental save: +11 (+6 eff.) Disarm immunity: +21% Spellpower: +6 (+2 eff.) 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. |
| Tool | It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con 5 charge(s). Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 5/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | copper ring 'Zaniruizor'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% acid / +3% temporal / +3% nature Mental save: +6 (+3 eff.) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +22.00 Rings make your fingers look great! |
| On fingers | copper ring 'Duvonik' =3str=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str / +3 Dex / +1 Cun / +3 Con Changes damage: +3% mind Psi when hit: +0.04 Hate when firing a critical mind attack: +3.00 Rings make your fingers look great! |
| Around neck | GlaciergrindInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Dex / +5 Mag / +2 Con Changes resistances: +15% mind Changes resistances penetration: +10% cold Changes damage: +3% cold Confusion immunity: +24% Amulets make your neck look great! |
| In main hand | ash starstaff 'Ragorain' (15-18 power, 3 apr, light element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Changes stats: +4 Con Changes resistances: +9% light / +3% nature Changes damage: +15% light Talent granted: +1 Command Staff Critical mult.: +11.00% Life regen: +0.80 Spellpower: +15 (+5 eff.) Spell crit. chance: +9% Healing mod.: +14% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Belileda the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Defense: +10 (+4 eff.) Changes stats: +3 Cun Changes resistances: +6% lightning / +5% temporal Physical save: +3 (+1 eff.) Stun/Freeze immunity: +10% A belt that goes around your waist. |
| In off hand | reinforced dwarven-steel shield of the stars (0 def, 10 armour, 32-39 power, 138 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +138 Damage (Melee): +12 light / +15 darkness When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +4 Cun / +3 Mag Changes resistances: +15% light / +12% darkness Changes damage: +11% light / +10% darkness Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Glacierwasp (6 def, 2 armour) =2str=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +9% mind Changes damage: +6% cold Blindness immunity: +10% Cut immunity: +10% Silence immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Cuthigathel' (0 def, 24 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +24 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +20% blight / +21% darkness / +6% light / +23% lightning Light radius: +1 A suit of armour made of metal plates. |
Inventory
healing infusion of the wizard (heal 160; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to 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 wizard (speed 624%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 624% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 20%; mental; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Grinastir =2str=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +3.0% Changes stats: +2 Str / +1 Mag Stamina each turn: +2.00 Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +22.00 Spellpower: +5 (+1 eff.) Amulets make your neck look great! |
copper amulet 'Adulralle'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Mag Changes resistances: +11% lightning Spell save: +3 (+2 eff.) Stun/Freeze immunity: +22% Maximum hate: +2.00 Mental crit. chance: +1% Amulets make your neck look great! |
insulating copper amulet of constitution (+2) =2con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% fire / +11% cold Amulets make your neck look great! |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Icecutter' =1str=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +1 Str / +1 Con Changes resistances: +2% physical / +20% fire Changes damage: +10% fire Critical mult.: +10.00% Maximum stamina: +20.00 Rings make your fingers look great! |
Veloldatha the Rimestreaker =6str,12con=Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (radius 2) on crit: +8 acid When wielded/worn: Physical power: +18 (+6 eff.) Changes stats: +6 Str / +11 Wil / +12 Con Changes resistances: +12% acid / +3% cold Maximum life: +24.00 Longbows are used to shoot arrows at your foes. |
Gilerasin the mossy mindstar (2-2 power, 12 apr, mind damage) =6con=Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +16 acid When wielded/worn: Changes stats: +3 Mag / +6 Con Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Berodur the ash vilestaff (15-18 power, 3 apr, blight element) =7con=Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +7 Con Changes resistances: +3% physical Changes damage: +15% blight / +15% fire / +15% darkness / +15% acid Talent granted: +1 Command Staff Life regen: +1.70 Stamina each turn: +2.00 Spellpower: +20 (+6 eff.) Spell crit. chance: +2% Healing mod.: +28% Staves designed for wielders of magic, by the greats of the art. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
pair of rough leather boots 'Tundrastreak' (0 def, 1 armour) =2con=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Dex / +1 Cun / +2 Con Changes resistances: +6% darkness Changes resistances penetration: +5% cold Reduces incoming crit damage: 15.00% Physical save: +12 (+4 eff.) Mental save: +11 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
undeterred pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +21% A pair of boots made of leather. |
Lightningbane the iron helm (0 def, 5 armour) =water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% lightning / +8% cold / +2% physical Allows you to breathe in: water Disease immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chilllash (0 def, 19 armour, 63-76 power, 263 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.0 - 75.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +263 Damage (radius 2) on crit: +16 blight When wielded/worn: Armour: +19 Fatigue: +8% Changes stats: +6 Con Changes resistances: +23% lightning / +16% temporal / +6% cold Changes resistances penetration: +10% blight / +5% cold Talent granted: +1 Block Physical save: +11 (+3 eff.) Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (241) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
coruscating steel shield (0 def, 4 armour, 18-22 power, 38.5 block) =2str=Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.5 - 22.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +38 Damage (Melee): +12 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 3 fire Changes stats: +2 Str Changes resistances: +11% fire Talent granted: +1 Block Handheld deflection devices. |
9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
440 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Hanuromirek the brass lantern =2str=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Con Changes resistances: +3% blight Critical mult.: +10.00% Stamina each turn: +2.00 Maximum stamina: +10.00 Light radius: +6 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
piercing ash wand of shielding [power 206] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Eniie the Thalore Sun Paladin level 10
2nd Mirth 122nd year of Ascendancy at 19:13 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Eniie the Thalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 06:08 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Eniie the Thalore Sun Paladin level 7
78th Pyre 122nd year of Ascendancy at 20:46 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Eniie the Thalore Sun Paladin level 11
3rd Flare 122nd year of Ascendancy at 23:13 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Eniie the Thalore Sun Paladin level 15
19th Dusk 122nd year of Ascendancy at 06:17 see stats
Log
Deadly Poison from Assassin Lord hits Eniie for (73 absorbed), 0 nature, 33 healing (0 total damage) [33 healing].
Assassin Lord uses Venomous Strike.
Assassin Lord performs a melee critical strike against Eniie!
Your shield crumbles under the damage!
The shield around Eniie crumbles.
Eniie's spell attains critical power!
Eniie slows down.
You squeeze the squishy tentacle (Eniie)!
Eniie HEALS from nature damage!
Shield of Light hits Eniie for 18 healing, 18 healing, 18 healing, 18 healing (0 total damage) [71 healing].
Assassin Lord hits Lost Merchant for 77 fire, 179 nature (257 total damage).
Assassin Lord hits Eniie for (39 absorbed), 0 nature, 18 healing, (5 absorbed), 0 blight, (14 absorbed), 0 darkness, (18 absorbed), 17 nature, 16 healing, 14 darkness, 72 fire, 211 nature, 97 healing (315 total damage) [130 healing].
Melee retaliation hits Assassin Lord for 15 light, 14 light (29 total damage).
Eniie uses Shield Slam.
Assassin Lord evades Eniie.
Eniie misses Assassin Lord.
Eniie misses Assassin Lord.
Eniie HEALS from nature damage!
Deadly Poison from Assassin Lord hits Eniie for (103 blocked), 0 nature, 47 healing (0 total damage) [47 healing].
Assassin Lord is no longer evading attacks.
Assassin Lord uses Dual Strike.
Assassin Lord performs a melee critical strike against Eniie!
Eniie is stunned!
You squeeze the squishy tentacle (Eniie)!
Assassin Lord hits Eniie for (6 blocked), 0 physical, (14 blocked), 0 darkness, (72 blocked), 0 fire, (18 blocked), 0 physical, (5 blocked), 0 blight, (14 blocked), 0 darkness (0 total damage).
Melee retaliation hits Assassin Lord for 15 light, 8 light (23 total damage).
Eniie HEALS from nature damage!
Deadly Poison from Assassin Lord hits Eniie for (129 blocked), 0 nature, 59 healing (0 total damage) [59 healing].















































































