









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! 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! 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:
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 | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 21 / 50% |
| Size | big |
| Lifes / Deaths | Killed by ninjasun at level 13 on the 7th Flare 122nd year of Ascendancy at 11:28 0 / 6Killed by Emelewen the degenerated skeleton warrior at level 16 on the 41st Dusk 122nd year of Ascendancy at 23:04 Killed by skeleton warrior at level 16 on the 42nd Dusk 122nd year of Ascendancy at 06:06 Killed by animated hand at level 16 on the 42nd Dusk 122nd year of Ascendancy at 09:12 Killed by Borfast the Broken at level 21 on the 57th Haze 122nd year of Ascendancy at 15:48 Killed by Moving lifebinding yew magestaff of wizardry at level 21 on the 58th Haze 122nd year of Ascendancy at 14:11 |
Primary Stats
| Strength | 48 (base 46) |
| Dexterity | 13 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 66 (base 49) |
| Willpower | 29 (base 10) |
| Cunning | 22 (base 10) |
Resources
| Life | -10/527 |
| Mana | 315/315 |
| Stamina | 228/228 |
| Positive | 70/110 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528289 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 42 |
| Crit Chance | 20% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +7% |
| Physical | +7% |
| Cold | +7% |
| All | +2% |
| Lightning | +15% |
| Light | +11% |
| Mind | +16% |
| Fire | +17% |
| Nature | +23% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +10% |
| Fire | +10% |
| Light | +20% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 1 |
| Physical Save | 32 |
| Spell Save | 34 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 21%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 20%( 70%) |
| Mind | + 23%( 70%) |
| Lightning | + 14%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Silence Resistance | 21% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 448 life over 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 physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 153 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Combat | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 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 |
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 talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 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.. | 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 Minotaur. * 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed sandworm tooth. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +1 Disease- +15% Silence- +21% Confus- +22% Stun/Frz- +21% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. It was changed by the digestive sack. |
| Light source | Halundil the Phlegmraze1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +21% nature Res.pen +10% fire ----- def ----- Resists +6% cold +12% fire Max.HP +48.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Betheratta the Glowblood (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light Res.pen +15% light ----- def ----- Armour +1 Fatigue +1% Resists +7% cold Spell.save +9 (+4 eff.) ---------- misc Breathe water A cap made of leather. |
| Tool | Belyba the Flowerripper (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Mag +2 Cun dps ---------- Mind.crit +4% Melee Ret 2 nature ----- def ----- Mind.save +6 (+3 eff.) Max.HP +24.00 ---------- misc Max.stam +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | conjurer's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 140% 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 | titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | Flashbolt the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Res.pen +5% light ----- def ----- Resists +12% light Spell.save +6 (+3 eff.) ---------- misc Light +3 Infravis +1 Size +1 A belt that goes around your waist. |
| In main hand | dwarven-steel greatsword 'Thundersever' (48-78 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 48.5 - 77.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 19 While equipped: dps ---------- Dmg.mod +9% lightning +9% mind ----- def ----- Resists +15% mind +6% lightning Massive two-handed swords. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 186.86 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 27.39 to 34.24 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | regal linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +1 Mag +3 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | archmage's steel amulet0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) Dmg.mod +5% acid +5% fire +5% cold +4% lightning Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; acid, physical, light, fire, 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: 5 acid, 3 physical, 3 light, 3 fire, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's gold ring of frost (+26%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +7 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +13% cold ----- def ----- Resists +26% cold Rings make your fingers look great! |
arcing iron battleaxe of massacre (24-35 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane/Master Power 23.5 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage Massive two-handed battleaxes. |
dwarven-steel dagger (17-22 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Normal] Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Blastkin the dwarven-steel greatsword (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Nature Power 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 lightning On Crit.r2 +33 lightning +13 cold +20 acid While equipped: dps ---------- Mov.spd +36% Dmg.mod +3% cold Res.pen +19% lightning +12% cold +15% acid ----- def ----- Resists +3% acid +6% lightning Massive two-handed swords. |
iron greatsword (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
warbringer's dwarven-steel longsword of rage (25-35 power, 4 apr)3.0 T3 longsword 1H weapon [Ego++] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Str +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +8% physical Res.pen +6% physical Acc +5 (+1 eff.) ----- def ----- Disarm- +18% Sharp, long, and deadly. |
iron mace (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
steel mace of crippling (16-23 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Blunt and deadly. |
noble's rough leather belt of life1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +15% Summoned HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil 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. |
pair of rough leather boots 'Treesting' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Dmg.mod +12% temporal Res.pen +10% cold Melee Ret 2 temporal On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Armour +1 Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. |
linen wizard hat of nature (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Defense +1 (+1 eff.) Resists +15% nature A pointy cloth hat, very wizardly... |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron shield (0 def, 2 armour, 8-9 power, 18 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
3 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching alchemist's lamp1.0 T3 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 14 fire ----- def ----- Resists +7% fire ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 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 7 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
5 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. |
3 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. |
5 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. |
2 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. |
Achievements
Catch that Plumpkin!
Finish the Plumpkin event.By ninjasun the Cornac Sun Paladin level 16
42nd Dusk 122nd year of Ascendancy at 10:46 see stats
Level 10
Got a character to level 10.By ninjasun the Cornac Sun Paladin level 10
2nd Mirth 122nd year of Ascendancy at 15:49 see stats
Level 20
Got a character to level 20.By ninjasun the Cornac Sun Paladin level 20
70th Dusk 122nd year of Ascendancy at 06:56 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By ninjasun the Cornac Sun Paladin level 3
75th Pyre 122nd year of Ascendancy at 17:43 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By ninjasun the Cornac Sun Paladin level 20
7th Haze 122nd year of Ascendancy at 05:50 see stats
The Arena
Unlocked Arena mode.By ninjasun the Cornac Sun Paladin level 11
3rd Mirth 122nd year of Ascendancy at 14:41 see stats
The secret city
Discovered the truth about mages.By ninjasun the Cornac Sun Paladin level 20
39th Haze 122nd year of Ascendancy at 01:22 see stats
Treasure Hunter
Amassed 1000 gold pieces.By ninjasun the Cornac Sun Paladin level 19
69th Dusk 122nd year of Ascendancy at 13:18 see stats
Log
Weapon of Wrath hits Animated epiphanous thorny mindstar of sand for 165 fire damage.
ninjasun hits Animated epiphanous thorny mindstar of sand for (24 to psi shield), 36 physical, 39 light (76 total damage).
Ninjasun stops regenerating health quickly.
Talent Sun Ray is ready to use.
Animated epiphanous thorny mindstar of sand's spell attains critical power!
Moving lifebinding yew magestaff of wizardry casts Manathrust.
Animated epiphanous thorny mindstar of sand damages himself through Martyrdom!
Animated epiphanous thorny mindstar of sand's Beyond the Flesh hits ninjasun for 77 physical, 11 physical, 12 physical, 12 fire, 36 lightning (148 total damage).
Melee retaliation hits Animated epiphanous thorny mindstar of sand for 19 light, (1 to psi shield), 1 nature (20 total damage).
ninjasun hits Animated epiphanous thorny mindstar of sand for (5 to psi shield), 8 physical, (1 to psi shield), 1 physical, (1 to psi shield), 1 physical, 4 fire, 10 lightning (24 total damage).
Moving lifebinding yew magestaff of wizardry's Manathrust hits ninjasun for 110 arcane damage.
Animated epiphanous thorny mindstar of sand uses Transcendent Pyrokinesis.
Talent Stunning Blow is ready to use.
Moving lifebinding yew magestaff of wizardry casts Lightning.
Moving lifebinding yew magestaff of wizardry hits ninjasun for 81 lightning damage.
Animated epiphanous thorny mindstar of sand uses Mindlash.
Ninjasun shrugs off the effect 'Off-balance'!
Animated epiphanous thorny mindstar of sand damages himself through Martyrdom!
Animated epiphanous thorny mindstar of sand hits ninjasun for 79 physical damage.
ninjasun hits Animated epiphanous thorny mindstar of sand for (5 to psi shield), 8 physical (8 total damage).
Talent Wave of Power is ready to use.
Shadow casts Blindside.
Melee retaliation hits Shadow for 38 light, 2 nature (40 total damage).
Shadow hits ninjasun for 31 physical damage.
Moving lifebinding yew magestaff of wizardry casts Freeze.
Moving lifebinding yew magestaff of wizardry hits ninjasun for 98 cold damage.
ninjasun the level 21 cornac sun paladin was cooled to death by a Moving lifebinding yew magestaff of wizardry on level 2 of Dreadfell.



















































































