












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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! Better Item Description 1.7.4This 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! 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 18 / 12% |
| Size | huge |
| Lifes / Deaths | Killed by skeleton magus at level 3 on the 7th Haze 122nd year of Ascendancy at 08:49 0 / 6Killed by Cyruvena the brown bear at level 17 on the 12nd Regrowth 123rd year of Ascendancy at 21:46 Killed by Isykira the black bear at level 17 on the 13rd Regrowth 123rd year of Ascendancy at 21:14 Killed by Betuba the cave bear at level 18 on the 14th Regrowth 123rd year of Ascendancy at 20:51 Killed by Betuba the cave bear at level 18 on the 14th Regrowth 123rd year of Ascendancy at 22:54 Killed by Betuba the cave bear at level 18 on the 15th Regrowth 123rd year of Ascendancy at 00:26 |
Primary Stats
| Strength | 49 (base 32) |
| Dexterity | 17 (base 14) |
| Constitution | 24 (base 11) |
| Magic | 55 (base 46) |
| Willpower | 15 (base 10) |
| Cunning | 20 (base 10) |
Resources
| Life | -77/637 |
| Mana | 100/227 |
| Stamina | 208/208 |
| Positive | 36/101 |
| Healing Factor | 1.1672674059366 |
| Regeneration | 6.1281538811672 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 34 |
| Crit Chance | 34% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | 0% |
| Nature | +6% |
| Blight | +5% |
| Arcane | +11% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +21% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 30 (30%) |
| Defense | 21 |
| Ranged Defense | 25 |
| Fatigue | 13 |
| Physical Save | 25 |
| Spell Save | 24 |
| Mental Save | 12 |
Defense: Resistances
| Acid | 0%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Darkness | + 20%( 70%) |
| Temporal | + 6%( 70%) |
| Lightning | + 6%( 70%) |
| Mind | + 3%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Bleed Resistance | 0% |
| Confusion Resistance | 10% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| 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 416 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 3 darkness, 4 mind, 4 arcane, 4 nature |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 452% 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. 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 vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed length of troll intestine. * You've found the needed orc 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Oaksun the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +6% nature +6% blight Die.at -20.00 life HP.reg +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | piercing brass lantern of health2.0 T1 lite [Ego+] Nature/Master While equipped: dps ---------- Res.pen +6% all Apr +6 ----- def ----- Max.HP +42.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Erelofast the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +3% mind +6% nature Phys.save +6 (+3 eff.) Heal.mod +5% Knockbk- +10% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 95.1 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | Flamewrought (0 def, 2 armour) =cu2w3=1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 29.61 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | dragonbone totem of summon tentacle 'Ararin' [power 375] (25 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +2 Str +4 Dex +3 Cun ----- def ----- Crit.chn- 10.00% ---------- misc Psi/ret +0.16 Max.psi +20.00 Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 902 Base Damage: 413 Armor: 21 All Resist: 32 Puts all charms on 25 cooldown 100% to increase all damage penetration by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Festerimmortal'0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +7 Mag +4 Wil +3 Cun dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +11% arcane +6% nature Melee Ret 2 nature ----- def ----- Resists +11% arcane +15% fire Rings make your fingers look great! |
| On fingers | copper ring 'Blindpain'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +4 ---------- misc Infravis +1 Rings make your fingers look great! |
| Around neck | restful copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
| In main hand | Corpathus (150% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +23.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +34.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 130% power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 131% Range: 1.4x Uses 150% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Runurodin the Demonbringer (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Con dps ---------- Res.pen +15% darkness Apr +1 Melee Ret 6 darkness ----- def ----- Defense +6 (+3 eff.) Confus- +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 | Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
cleansing copper amulet of willpower (+2) =w2=0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Wil ----- def ----- Resists +12% nature +10% blight Poison- +20% Disease- +20% Amulets make your neck look great! |
Spelldrinker (132% power, 8 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+8 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Mayorakira (2 def, 4 armour) =w2=14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +5% arcane Spell.save +9 (+5 eff.) Max.HP +24.00 A suit of armour made of mail. |
dwarven-steel mail armour 'Shockparry' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +29% lightning +3% blight +6% arcane +15% acid Spell.save +12 (+6 eff.) A suit of armour made of mail. |
Tidewhisper (4 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +12% ---------- misc Light +3 Infravis +1 A suit of armour made of mail. |
blurring rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +8 (+4 eff.) Fatigue -4% Stealth +5 ---------- misc Max.enc +20 A belt that goes around your waist. |
resilient linen cloak of the Shaloren (1 def, 0 armour) =w2m2=2.0 T1 cloak armor [Ego] Arcane/Nature While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Abysstouch the pair of iron boots (0 def, 3 armour) =w1=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% acid Res.pen +15% fire ----- def ----- Armour +3 Fatigue +2% Mind.save +12 (+10 eff.) HP.reg +2.00 Heal.mod +10% ---------- misc Max.hate +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rhyrain the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun +1 Wil dps ---------- Melee+ 6 fire Dmg.mod +3% mind +3% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 14 ----- def ----- Armour +1 Fatigue +1% Resists +6% fire Mind.save +3 (+3 eff.) 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. |
Tulorek (10 def, 3 armour) =breath=2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +1% Resists +3% lightning +8% cold +9% mind +3% light Mind.save +3 (+3 eff.) ---------- misc Breathe water A cap made of leather. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
217 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 99.51 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 99.51 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Blackking (dig speed 29 turns) =s1=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.pwr +20 (+7 eff.) Res.pen +5% darkness +10% arcane ----- def ----- Resists +5% arcane Die.at -60.00 life ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
piercing iron torque of gale force [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Silolraba [power 150] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Melee Ret 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Blast the opponent's mind dealing 150 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Erelegas [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Phasing +20% ----- def ----- Defense +10 (+5 eff.) Resists +9% lightning +1% physical Mind.save +3 (+3 eff.) Sting an enemy dealing 117 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
evasive elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 11% 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. |
Velobeth the Rainkarma [power 285] (15 cooldown)2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% nature Melee Ret 4 nature ----- def ----- Resists +15% acid Spell.save +3 (+2 eff.) Max.HP +60.00 Blind- +20% Fire a magical bolt dealing 299 fire damage Puts all charms on 15 cooldown 100% to gain a 26% 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. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ferilexidio the Ogre Sun Paladin level 10
30th Haze 122nd year of Ascendancy at 17:52 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ferilexidio the Ogre Sun Paladin level 8
11st Haze 122nd year of Ascendancy at 03:28 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ferilexidio the Ogre Sun Paladin level 8
17th Haze 122nd year of Ascendancy at 10:43 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ferilexidio the Ogre Sun Paladin level 15
48th Haze 122nd year of Ascendancy at 13:22 see stats
Log
Weapon of Wrath hits Betuba the cave bear for (13 to psi shield), 20 fire (20 total damage).
Melee retaliation hits Ferilexidio for 2 arcane damage.
Ferilexidio receives 4 healing from Betuba the cave bear.
Betuba the cave bear uses Stun.
Betuba the cave bear damages himself through Martyrdom!
Ferilexidio hits Betuba the cave bear for (0 to psi shield), 1 physical, 0 mind, (0 to psi shield), 0 physical, (0 to psi shield), 0 physical, 0 mind, (0 to psi shield), 0 physical (2 total damage).
Melee retaliation hits Betuba the cave bear for 3 darkness, (0 to psi shield), 0 nature, (4 to psi shield), 5 light, 3 darkness, (0 to psi shield), 0 nature, (4 to psi shield), 5 light (17 total damage).
Betuba the cave bear hits Ferilexidio for 27 physical, 4 mind, 18 physical, 18 physical, 4 mind, 18 physical (90 total damage).
Betuba the cave bear damages himself through Martyrdom!
Ferilexidio hits Betuba the cave bear for (1 to psi shield), 2 physical, (0 to psi shield), 0 nature, 0 mind, (0 to psi shield), 0 physical (3 total damage).
Melee retaliation hits Betuba the cave bear for 3 darkness, (0 to psi shield), 0 nature, (4 to psi shield), 5 light (8 total damage).
Betuba the cave bear's Beyond the Flesh hits Ferilexidio for 64 physical, 5 nature, 8 mind, 18 physical (94 total damage).
Talent Block is ready to use.
Talent Wave of Power is ready to use.
Talent Dig is ready to use.
Betuba the cave bear performs a melee critical strike against Ferilexidio!
Ferilexidio is cut deeply.
Betuba the cave bear performs a melee critical strike against Ferilexidio!
Ferilexidio's is vulnerable to attacks and effects!
Betuba the cave bear damages himself through Martyrdom!
Ferilexidio hits Betuba the cave bear for (1 to psi shield), 1 physical, 0 mind, (0 to psi shield), 0 physical, (1 to psi shield), 1 physical, 0 mind, (0 to psi shield), 0 physical (4 total damage).
Melee retaliation hits Betuba the cave bear for 3 darkness, (0 to psi shield), 0 nature, (4 to psi shield), 5 light, 3 darkness, (0 to psi shield), 0 nature, (4 to psi shield), 5 light (17 total damage).
Betuba the cave bear hits Ferilexidio for 56 physical, 4 mind, 18 physical, 31 physical, 4 mind, 18 physical (131 total damage).
Betuba the cave bear's Beyond the Flesh performs a melee critical strike against Ferilexidio!
Betuba the cave bear damages himself through Martyrdom!
Ferilexidio hits Betuba the cave bear for (1 to psi shield), 2 physical (2 total damage).
Melee retaliation hits Betuba the cave bear for 3 darkness, (0 to psi shield), 0 nature, (4 to psi shield), 5 light (8 total damage).
Betuba the cave bear's Beyond the Flesh hits Ferilexidio for 81 physical damage.
Ferilexidio the level 18 ogre sun paladin was disembowelled to death by Betuba the cave bear on level 2 of Bearscape.

















































































