










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/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.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 26 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by bloated horror at level 6 on the 77th Pyre 122nd year of Ascendancy at 11:47 0 / 7Killed by Salylratira the assassin at level 18 on the 12nd Dusk 122nd year of Ascendancy at 14:06 Killed by worm that walks at level 20 on the 20th Dusk 122nd year of Ascendancy at 21:50 Killed by Layenor the blade horror at level 22 on the 45th Dusk 122nd year of Ascendancy at 19:52 Killed by Urkis, the High Tempest at level 23 on the 51st Dusk 122nd year of Ascendancy at 04:42 Killed by elven blood mage at level 26 on the 6th Haze 122nd year of Ascendancy at 15:01 Killed by elven cultist at level 26 on the 6th Haze 122nd year of Ascendancy at 16:15 |
Primary Stats
| Strength | 65 (base 31) |
| Dexterity | 28 (base 20) |
| Constitution | 56 (base 28) |
| Magic | 61 (base 49) |
| Willpower | 32 (base 16) |
| Cunning | 28 (base 10) |
Resources
| Life | -7/789 |
| Positive | 58/125 |
| Stamina | 186/230 |
| Healing Factor | 1.5100460901467 |
| Regeneration | 9.4377880634169 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 7 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 95 |
| Accuracy | 49 |
| Crit Chance | 26% |
| APR | 13 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +28% |
| All | 0% |
| Physical | +25% |
| Cold | +10% |
| Nature | +6% |
Offense: Damage Penetration
| Cold | +5% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 66.413408721348 (100%) |
| Defense | 41 |
| Ranged Defense | 45 |
| Fatigue | 69 |
| Physical Save | 40 |
| Spell Save | 33 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 23%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 41%( 70%) |
| Lightning | + 23%( 70%) |
| Fire | + 46%( 70%) |
| Mind | + 44%( 70%) |
Defense: Immunities
| Stun Resistance | 69% |
| Confusion Resistance | 44% |
| Blind Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 365 life over 5 turns. Its effects scale with your Willpower stat. |
| 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 179 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Combat techniques | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 5/5 |
| 2/5 |
| 3/5 |
| Technique / Shield offense | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
You failed to protect the lone alchemist from death by gigantic corrosive tunneler. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Gunsnake. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
You failed to protect the lost tinker from death by Layirin the dire wolf. Escort: lost tinker (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 99. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. This item has been sent to the Item's Vault. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Blazequeller (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +18% light Acc +7 (+2 eff.) Apr +8 On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Armour +2 Fatigue +3% Resists +15% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | yew totem of healing [power 242] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ereladir the Willowbutcher0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Str +1 Dex +9 Con dps ---------- Res.pen +15% nature ----- def ----- Resists +5% arcane Phys.save +4 (+1 eff.) Rings make your fingers look great! |
| On fingers | Gleamzeal0.1 T4 ring jewelry [Rare] Master While equipped: Stats +2 Mag +2 Wil +3 Cun +4 Con ----- def ----- Resists +6% light HP.reg +6.00 Stun/Frz- +44% ---------- misc Light +3 Infravis +3 Rings make your fingers look great! |
| Around neck | Deloleldil0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +3% ----- def ----- Resists +9% temporal +12% fire +24% mind +4% physical Max.HP +60.00 Heal.mod +10% Confus- +44% ---------- misc Vim/s.crit +2.00 Max.mana +40.00 Amulets make your neck look great! |
| In main hand | elemental stralite mace of evisceration (35-49 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Arcane/Master Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 69 cold damage (1/turn) On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +5 (+2 eff.) Dmg.mod +10% cold Res.pen +5% cold Blunt and deadly. |
| Around waist | spiritwalker's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +5 Mag +3 Cun +7 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +5 Mana/turn +0.10 Max.mana +20.00 Infravis +4 A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+7 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Breezegrit (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Dmg.mod +6% nature Res.pen +5% nature Melee Ret 2 mind ----- def ----- Defense +2 (+1 eff.) Resists +12% fire +3% mind +9% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+4 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% acid +20% cold Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Corrosive Breath -3 Fire Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. This item has been sent to the Item's Vault. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Prismatic Rune (6 turns; physical, darkness, temporal, arcane, nature, mind)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 physical, 3 darkness, 4 temporal, 3 arcane, 4 nature, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
serendipitous copper amulet of cunning (+7)0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck +2 Cun dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
Gorewhisper0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +3% nature Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 44% * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +22% lightning Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
pixie's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +5 Mag dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 12 light Ranged+ 12 light Dmg.mod +12% light Rings make your fingers look great! |
steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
elemental stralite battleaxe of massacre (60-89 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Arcane/Master Power 59.5 - 89.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Create an explosion dealing 69 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +10% cold Res.pen +10% cold Massive two-handed battleaxes. |
warbringer's stralite greatmaul (57-86 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Master Power 57.0 - 85.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Phys.pwr +13 (+4 eff.) Res.pen +10% physical ----- def ----- Disarm- +28% Massive two-handed mauls. |
Perseverance (31-43 power, 9 apr)3.0 T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+8 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
chilling stralite waraxe (34-48 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 cold One-handed war axes. |
dreamer's woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +5% blight +12% darkness +11% mind +9% all Phys.save +11 (+4 eff.) Spell.save +11 (+6 eff.) Mind.save +22 (+11 eff.) Max.HP +40.00 HP.reg +1.50 Heal.mod +15% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
brawler's dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Dex +3 Mag +2 Cun dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+2 eff.) ---------- misc Cooldown Double Strike -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. |
iron helm 'Rainbrace' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% light +15% nature ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Light +3 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindcaging hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Psionic While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +16% mind Mind.save +18 (+9 eff.) Confus- +25% A cap made of leather. |
flaming dwarven-steel shield of lightning resistance (+18%) (0 def, 6 armour, 26-31 power, 76.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 26.0 - 31.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 7 fire Melee Ret 4 fire ----- def ----- Armour +6 Fatigue +8% Resists +18% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield of winter (0 def, 8 armour, 50-60 power, 137 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 50.0 - 60.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +137 Melee+ +14 cold While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 85 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +14% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Skyquarry the quiver of elm arrows (14/14, 14-19 power, 5 apr)3.0 T1 arrow ammo [Rare] Psionic Power 13.5 - 18.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 14 Ranged+ +8 light +15 physical On Hit.r1 +4 lightning On Crit.r2 +4 light +4 lightning On Hit: * 20% chance to knock the target back 3 spaces and deal 99 physical damage Arrows are used with bows to pierce your foes to death. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Elita the iron pickaxe (dig speed 35 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Melee Ret 2 acid ----- def ----- Defense +15 (+5 eff.) Fatigue -5% Max.HP +80.00 Pinning- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Flashripper' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +7 Con dps ---------- Phys.crit +2.0% Dmg.mod +6% physical Res.pen +5% light ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel torque of mindblast [power 150] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
focusing elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
evasive yew wand of shielding [power 230] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Brite Boy the Cornac Sun Paladin level 20
21st Dusk 122nd year of Ascendancy at 07:26 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Brite Boy the Cornac Sun Paladin level 24
53rd Dusk 122nd year of Ascendancy at 03:33 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Brite Boy the Cornac Sun Paladin level 25
68th Dusk 122nd year of Ascendancy at 22:52 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Brite Boy the Cornac Sun Paladin level 23
46th Dusk 122nd year of Ascendancy at 00:38 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Brite Boy the Cornac Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 04:42 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Brite Boy the Cornac Sun Paladin level 20
20th Dusk 122nd year of Ascendancy at 10:22 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Brite Boy the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 08:33 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Brite Boy the Cornac Sun Paladin level 12
1st Flare 122nd year of Ascendancy at 10:54 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Brite Boy the Cornac Sun Paladin level 12
2nd Summertide 122nd year of Ascendancy at 21:13 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Brite Boy the Cornac Sun Paladin level 20
21st Dusk 122nd year of Ascendancy at 07:11 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Brite Boy the Cornac Sun Paladin level 26
5th Haze 122nd year of Ascendancy at 21:33 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Brite Boy the Cornac Sun Paladin level 17
11st Dusk 122nd year of Ascendancy at 21:08 see stats
Log
Brite Boy hits Elven cultist for (58 absorbed), 0 cold (0 total damage).
Brite Boy hits Elven guard for (26 absorbed), 0 light, 67 cold (67 total damage).
Brite Boy hits Elven warrior for (49 absorbed), 0 cold (0 total damage).
Brite Boy hits Elven cultist for (21 absorbed), 0 light, (56 absorbed), 11 cold (11 total damage).
Brite Boy hits Elven warrior for (60 absorbed), 13 physical, 47 light, 32 light (91 total damage).
Brite Boy hits Elven guard for (53 absorbed), 0 cold (0 total damage).
Brite Boy hits Elven tempest for 62 cold damage.
Brite Boy hits Something for (23 absorbed), 9 light, 76 cold (85 total damage).
Brite Boy hits Elven mage for (32 absorbed), 0 light, 76 cold (76 total damage).
Elven mage misses Brite Boy.
Elven cultist misses Brite Boy.
Brite Boy killed Elven warrior!
The shield around elven guard crumbles.
The shield around elven cultist crumbles.
The shield around elven warrior crumbles.
The shield around elven guard crumbles.
Brite Boy receives 12 healing from Shield of Light.
Thunderstorm hits Brite Boy for 29 lightning damage.
Elven tempest casts Lightning.
Elven warrior misses Brite Boy.
Brite Boy receives 12 healing from Shield of Light.
Elven tempest hits Something for 190 lightning damage.
Elven tempest hits Brite Boy for 178 lightning damage.
Brite Boy receives 12 healing from Shield of Light.
Melee retaliation hits Elven guard for 24 light, 2 mind (26 total damage).
Elven guard hits Brite Boy for 41 physical damage.
Elven cultist casts Drain.
Brite Boy receives 12 healing from Shield of Light.
Elven cultist hits Brite Boy for 236 blight damage.
Brite Boy the level 26 cornac sun paladin was infected to death by an elven cultist on level 3 of Dark crypt.






























































































