











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Sun Paladin (Avatar of a Distant Sun) |
| Level / Exp | 26 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by Isluna the sandworm at level 18 on the 16th Dusk 122nd year of Ascendancy at 20:22 0 / 7Killed by Weirdling Beast at level 23 on the 29th Dusk 122nd year of Ascendancy at 23:53 Killed by Poryldanne the elven mage at level 26 on the 37th Dusk 122nd year of Ascendancy at 18:55 Killed by Emesenne the elven cultist at level 26 on the 38th Dusk 122nd year of Ascendancy at 04:44 Killed by elven warrior at level 26 on the 38th Dusk 122nd year of Ascendancy at 20:09 Killed by Xanulaith the elven warrior at level 26 on the 39th Dusk 122nd year of Ascendancy at 05:10 Killed by Betheda the elven warrior at level 26 on the 39th Dusk 122nd year of Ascendancy at 08:15 |
Primary Stats
| Strength | 73 (base 57) |
| Dexterity | 22 (base 10) |
| Constitution | 27 (base 14) |
| Magic | 56 (base 49) |
| Willpower | 30 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | -438/743 |
| Positive | 22/125 |
| Healing Factor | 1.5986945338481 |
| Regeneration | 22.781397107336 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -1.9984014443253E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 3 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 47 |
| Crit Chance | 29% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Light | +22% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Nature | +10% |
| Light | +72% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 42 (88.568973732692%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 31 |
| Physical Save | 48 |
| Spell Save | 27 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 29%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 67%( 70%) |
| Mind | + 18%( 70%) |
| Darkness | + 16%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Pinning Resistance | 17% |
| Bleed Resistance | 20% |
| Confusion Resistance | 55% |
| Instadeath Resistance | 100% |
| Blind Resistance | 67% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 380 damage for 5 turns. Its effects scale with your Magic stat. |
| 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 295 damage for 5 turns. Its effects scale with your Magic stat. |
| 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 magical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Celestial / Crusader | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 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 successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * '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.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed naga tongue. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 | Firewarden the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 21 Damage when hit (Melee): 6 fire Changes stats: +5 Dex / +3 Cun / +3 Con / +7 Lck Changes resistances penetration: +15% blight Changes damage: +3% blight Stealth bonus: +7 Maximum encumbrance: +30 Physical save: +22 (+7 eff.) Mental save: +16 (+6 eff.) A pair of boots made of leather. |
| Light source | AerunneInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Mag / +5 Wil / +1 Con Changes resistances: +9% mind Maximum life: +57.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | drakeskin leather cap 'Elodhevena' (7 def, 12 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +7 (+3 eff.) Fatigue: +5% Changes stats: +10 Str / +3 Mag / +3 Wil Changes resistances: +5% all Physical save: +27 (+9 eff.) Mental save: +11 (+4 eff.) Mental crit. chance: +3% Light radius: +2 Infravision radius: +3 See invisible: +3 A cap made of leather. |
| On hands | Belulewyn the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +13.0% Armour: +2 Fatigue: +3% Damage (Melee): 7 light Changes stats: +4 Dex Changes resistances: +8% light Changes damage: +5% light Critical mult.: +8.00% Life regen: +5.00 Stamina each turn: +2.90 Maximum stamina: +12.00 Spell crit. chance: +14% Mental crit. chance: +12% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron torque of clear mind 'Glintpython' [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 6 light Changes stats: +1 Str / +2 Cun / +4 Con Reduces incoming crit damage: 15.00% Light radius: +3 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's steel ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +5 Mag / +5 Wil Spellpower: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 88% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Aeragorand the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Spell save: +3 (+1 eff.) Mental save: +17 (+6 eff.) Disease immunity: +20% Cut immunity: +20% Confusion immunity: +24% Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
| Around neck | Elenakan the DazzleserpentInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Wil Changes resistances: +6% acid / +9% cold / +5% arcane / +6% darkness Changes resistances penetration: +20% light Changes damage: +9% light Mental save: +7 (+3 eff.) Confusion immunity: +11% Mindpower: +7 (+3 eff.) Amulets make your neck look great! |
| In main hand | Cleansebloom (48-77 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 nature Damage (radius 1) on hit: +21 fire When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +6% acid / +15% lightning Changes resistances penetration: +10% nature Maximum life: +40.00 Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
| Around waist | GlitterlaceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Damage when hit (Melee): 4 acid Changes resistances: +3% acid / +3% nature / +15% light Stealth bonus: +5 Confusion immunity: +20% A belt that goes around your waist. |
| In off hand | Elenyroddandil the Hazeblight (0 def, 4 armour, 18-22 power, 36.5 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.0 - 21.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +36 Damage (Melee): +12 light / +16 cold When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +6% acid / +5% fire / +10% blight / +12% cold / +12% nature / +6% lightning Talent granted: +1 Block Maximum life: +47.00 Handheld deflection devices. |
| Cloak | restorative cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +2 Con Changes resistances: +12% nature / +14% blight Life regen: +6.00 Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ce'Nedalle the Glintveil (20 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +7 Defense: +20 (+7 eff.) Fatigue: +22% Changes stats: +4 Wil / +7 Cun / +2 Con Changes resistances penetration: +10% light Mental save: +13 (+5 eff.) Light radius: +1 A suit of armour made of metal plates. |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 244; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 243.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 269; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 269 damage for 4 turns. Its effects scale with your Strength stat. It can be used to 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 |
copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets make your neck look great! |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Sulfurquencher the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +12 Defense: +10 (+4 eff.) Changes resistances: +3% blight / +3% nature / +6% light Talent masteries: +0.17 Technique / Shield offense +0.17 Celestial / Radiance Life regen: +2.00 Amulets make your neck look great! |
steel ring of lightning (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
gold ring 'Galeseam'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +3% lightning / +6% nature / +12% darkness Changes resistances penetration: +15% lightning Changes damage: +12% lightning Disarm immunity: +23% Pinning immunity: +32% Knockback immunity: +27% Maximum life: +31.00 Rings make your fingers look great! |
dragonbone magestaff 'Saluldata' (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Mag / +4 Cun / +5 Con Changes resistances: +9% blight Changes resistances penetration: +25% blight Changes damage: +30% physical / +33% temporal / +30% darkness / +30% light Talent granted: +1 Command Staff Critical mult.: +18.00% Physical save: +9 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +14 (+5 eff.) N.Energy each turn: +0.20 Vim when firing critical spell: +5.00 Maximum vim: +46.00 Maximum neg.energy: +45.00 Spellpower: +25 (+9 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
Salita the Tundraseam (42-62 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage Damage (Melee): +20 cold When wielded/worn: Accuracy: +14 (+5 eff.) Changes stats: +5 Str Changes resistances: +5% arcane Changes damage: +3% cold / +6% arcane / +10% physical Massive two-handed mauls. |
Mayyna (63-94 power, 8 apr)Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +24 nature When wielded/worn: Physical power: +10 (+3 eff.) Damage when hit (Melee): 8 arcane Changes resistances penetration: +10% arcane Changes damage: +6% physical Maximum mana: +60.00 Massive two-handed mauls. |
Spectral Blade (26-42 power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
dwarven-steel shield of fire resistance (+17%) (0 def, 6 armour, 32-39 power, 74 block)Requires: - Shield usage training - Strength 24 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: +74 When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +17% fire Talent granted: +1 Block Handheld deflection devices. |
NightedgeCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Changes stats: +4 Wil Changes resistances: +12% darkness Changes damage: +12% blight Spell save: +9 (+4 eff.) Mana when firing critical spell: +2.00 Spellpower: +20 (+7 eff.) Size category: +1 A belt that goes around your waist. |
Hanyfast (11 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +6 Defense: +11 (+4 eff.) Changes resistances: +6% fire Changes damage: +9% acid Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emeluta (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +7 Mag Changes resistances: +5% arcane / +8% cold Changes damage: +9% arcane Allows you to breathe in: water Spellpower: +10 (+4 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
Splendourwell the rough leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Damage when hit (Melee): 2 light / 2 lightning Changes resistances: +3% light / +6% nature Changes resistances penetration: +15% light Changes damage: +18% light Infravision radius: +2 A cap made of leather. |
hardened leather cap 'Chilledge' (20 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +7 Defense: +20 (+7 eff.) Fatigue: +3% Changes stats: +4 Wil Changes resistances: +10% blight Changes resistances penetration: +5% cold Mental save: +9 (+3 eff.) Only die when reaching: -80.00 life Infravision radius: +2 A cap made of leather. |
Beimaneg the Airqueller (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 31% Changes resistances: +6% acid / +6% cold Changes resistances penetration: +5% lightning Changes damage: +9% lightning / +6% fire Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
8 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. |
8 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. |
5 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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
776 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. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Giriath (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Fatigue: -5% Changes stats: +3 Str Changes resistances: +6% nature Mental save: +3 (+1 eff.) Psi when hit: +0.08 Mindpower: +5 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
Chamusarain the yew totem of stinging [power 254] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +3 Mag / +2 Wil Changes damage: +12% blight It can be used to sting an enemy dealing 254 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Distant Sunny the Thalore Sun Paladin level 24
34th Dusk 122nd year of Ascendancy at 09:05 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Distant Sunny the Thalore Sun Paladin level 10
4th Mirth 122nd year of Ascendancy at 15:40 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Distant Sunny the Thalore Sun Paladin level 20
18th Dusk 122nd year of Ascendancy at 19:46 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Distant Sunny the Thalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 19:23 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Distant Sunny the Thalore Sun Paladin level 23
31st Dusk 122nd year of Ascendancy at 18:55 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Distant Sunny the Thalore Sun Paladin level 18
16th Dusk 122nd year of Ascendancy at 20:08 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Distant Sunny the Thalore Sun Paladin level 12
7th Mirth 122nd year of Ascendancy at 04:43 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Distant Sunny the Thalore Sun Paladin level 26
37th Dusk 122nd year of Ascendancy at 09:40 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Distant Sunny the Thalore Sun Paladin level 23
28th Dusk 122nd year of Ascendancy at 22:39 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Distant Sunny the Thalore Sun Paladin level 16
5th Flare 122nd year of Ascendancy at 21:57 see stats
Log
Bone Spike hits Distant Sunny for (100 absorbed), 0 physical (0 total damage).
Distant Sunny hits Betheda the elven warrior for 280 reflected damage.
Distant Sunny hits Eliramina the mean looking elven guard for (100 to bones), 100 reflected (100 total damage).
Betheda the elven warrior casts Rune: Acid Wave.
Distant Sunny is disarmed!
Distant Sunny killed Eliramina the mean looking elven guard!
Betheda the elven warrior hits Distant Sunny for 114 arcane damage.
Betheda the elven warrior casts Flame.
Distant Sunny is on fire!
Betheda the elven warrior hits Distant Sunny for 174 arcane damage.
Distant Sunny is dazed!
Talent Wave of Power is ready to use.
Arcane Vortex from Betheda the elven warrior hits Distant Sunny for 112 arcane damage.
Burning from Betheda the elven warrior hits Distant Sunny for 58 arcane damage.
Searing Sight hits Betheda the elven warrior for 11 light damage.
Deep Wound from Eliramina the mean looking elven guard hits Distant Sunny for 18 physical damage.
You are unable to move!
Distant Sunny casts Barrier.
Distant Sunny's spell attains critical power!
A shield forms around Distant Sunny.
Eliramina the mean looking elven guard resists Distant Sunny's 'Lightblight'!
Betheda the elven warrior casts Lightning.
Betheda the elven warrior's spell attains critical power!
Your shield crumbles under the damage!
The shield around Distant Sunny crumbles.
Distant Sunny is not dazed anymore.
Betheda the elven warrior's arcane area effect hits Distant Sunny for 461 arcane damage.
Betheda the elven warrior hits Distant Sunny for (308 absorbed), 98 arcane (98 total damage).
Distant Sunny the level 26 thalore sun paladin was mana-torn to death by Betheda the elven warrior on level 3 of Dark crypt.





























































































