











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 | 
| Addons | Ashes of Urh'Rok 1.7.0Official 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! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Sun Paladin | 
| Level / Exp | 13 / 95% | 
| Size | medium | 
| Lifes / Deaths | Killed by multi-hued crystal at level 11 on the 18th Dearth 122nd year of Ascendancy at 22:390 / 4 Killed by Isolrassra the giant fire ant at level 11 on the 19th Dearth 122nd year of Ascendancy at 18:35 Killed by worm that walks at level 13 on the 23rd Dearth 122nd year of Ascendancy at 21:57 Killed by worm that walks at level 13 on the 24th Dearth 122nd year of Ascendancy at 02:26 | 
Primary Stats
| Strength | 52 (base 35) | 
| Dexterity | 15 (base 10) | 
| Constitution | 13 (base 10) | 
| Magic | 36 (base 33) | 
| Willpower | 16 (base 10) | 
| Cunning | 13 (base 10) | 
Resources
| Life | 444/444 | 
| Positive | 36/36 | 
| Stamina | 151/151 | 
| Healing Factor | 1.0283363011315 | 
| Regeneration | 2.3137566775459 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 4 | 
| See Stealth | 11 | 
| See Invisible | 14 | 
Offense: Mainhand
| Damage | 70 | 
| Accuracy | 38 | 
| Crit Chance | 8% | 
| APR | 28 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 28 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 16 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +17% | 
| Arcane | +3% | 
| Temporal | +6% | 
Defense: Base
| Armour (hardiness) | 10 (30%) | 
| Defense | 22 | 
| Ranged Defense | 22 | 
| Fatigue | 15 | 
| Physical Save | 27 | 
| Spell Save | 22 | 
| Mental Save | 30 | 
Defense: Resistances
| Acid | + 12%( 70%) | 
| Physical | + 1%( 70%) | 
| Cold | + 6%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 3%( 70%) | 
| Light | + 6%( 70%) | 
| Temporal | + 7%( 70%) | 
| Mind | + 10%( 70%) | 
| Lightning | + 15%( 70%) | 
| Fire | + 6%( 70%) | 
| Nature | + 3%( 70%) | 
Defense: Immunities
| Pinning Resistance | 50% | 
| Confusion Resistance | 21% | 
| Instadeath Resistance | 100% | 
| Stun Resistance | 24% | 
| Poison Resistance | 50% | 
| Blind Resistance | 22% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 72 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. | 
Class Talents
| Technique / Combat veteran | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Guardian | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Combat | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Shield offense | 1.00 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Celestial / Sun | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Two-handed assault | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Light | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
Effects
| talent | Shield of Light | 
| talent | Weapon of Wrath | 
| talent | Weapon of Light | 
| talent | Chant of Fortitude | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest.Escort: lone alchemist (level 1 of Old Forest) As a reward you improved Magic 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 Lacerating Strikes (+1 level(s)). | done | 
| You failed to protect the repented thief from death by red crystal.Escort: repented thief (level 3 of Old Forest) | failed | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The 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 Minotaur. * 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 | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe 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 |  traveler's pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  nightwalker's brass lantern of clarity 2.0 T1 lite [Ego+] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  Fulezilador (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +3% nature +6% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands |  Breguldil the dwarven-steel gauntlets (5 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Str +2 Dex dps ---------- Melee+ 11 temporal Ranged+ 8 temporal Dmg.mod +6% temporal ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +3% Resists +1% physical +7% temporal 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 |  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
| On fingers |  copper ring of perseverance 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! | 
| On fingers |  savior's steel ring of sensing 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Blind- +22% ---------- misc Infravis +4 See.Stealth +5 See.Invis +8 Rings make your fingers look great! | 
| Around neck |  clarifying copper amulet of strength (+3) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great! | 
| In main hand |  Hanyndil the dwarven-steel mace (27-38 power, 13 apr) 3.0 T3 mace 1H weapon [Random Unique] Arcane Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +1.5% Atk.spd 100% Phasing +12% Melee+ +16 cold On Crit: * Splash the target with acid dealing 78 damage over 5 turns and reducing armor and accuracy by 10 While equipped: dps ---------- Dmg.mod +12% blight On Hit (Melee): * 20% chance to reduce armor by 26% ----- def ----- Resists +6% acid Blunt and deadly. | 
| Around waist |  Poleda 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str +3 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Resists +6% fire +6% cold Die.at -20.00 life A belt that goes around your waist. | 
| In off hand |  Silewen the Blackreek (0 def, 2 armour, 11-13 power, 21 block) 7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 11.0 - 13.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +21 On Crit.r2 +12 darkness While equipped: dps ---------- Dmg.mod +3% arcane On shield block: * Cause enemies within radius 6 to bleed for 196 physical damage over 5 turns (1/turn) On Hit (Melee): * 20% chance to slow global speed by 36% ----- def ----- Armour +2 Fatigue +8% Resists +3% darkness ---------- misc Talents +1 Block Handheld deflection devices. | 
| Cloak |  linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Eel-skin armour (16 def, 0 armour) 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 27.77 to 83.32 lightning damage (55.55 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. | 
Inventory
|  Mirror Image Rune (dur 6; cd 24) 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  mule's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings make your fingers look great! | 
|  flaming steel battleaxe of massacre (29-44 power, 2 apr) 3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed battleaxes. | 
|  hateful dwarven-steel dagger (19-25 power, 7 apr) 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Psionic Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +8% Living Sharp, short and deadly. | 
|  steel dagger of amnesia (14-18 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Psionic Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Sharp, short and deadly. | 
|  steel dagger of crippling (12-16 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Sharp, short and deadly. | 
|  Ivilaith the Hazeminister (42-64 power, 2 apr) 5.0 T3 greatmaul 2H weapon [Random Unique] Disrupt/Master Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Atk.spd 100% Melee+ +4 physical +4 cold Against +7% Unnatural On Hit: * 12% chance to slow global speed by 36% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str +5 Wil +2 Con dps ---------- Phys.crit +10.0% Massive two-handed mauls. | 
|  truestriking steel greatsword of amnesia (26-42 power, 2 apr) 3.0 T2 greatsword 2H weapon [Ego++] Master/Psionic Power 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +10% physical Acc +7 (+2 eff.) Apr +7 Massive two-handed swords. | 
|  Perseverance (31-43 power, 9 apr) 3.0 T3 longsword 1H weapon Reqs Wil 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+9 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. | 
|  acidic dwarven-steel longsword of massacre (30-42 power, 4 apr) 3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 30.0 - 42.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 78 damage over 5 turns and reducing armor and accuracy by 10 Sharp, long, and deadly. | 
|  arcing steel longsword (14-20 power, 3 apr) 3.0 T2 longsword 1H weapon [Ego] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage Sharp, long, and deadly. | 
|  balanced steel longsword of daylight (12-17 power, 3 apr) 3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 light Against +5% Undead While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +20% Sharp, long, and deadly. | 
|  inquisitor's dwarven-steel longsword (24-34 power, 4 apr) 3.0 T3 longsword 1H weapon [Ego+] Disrupt Power 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Deals 19 Manaburn damage and puts 1 random spell talent on cooldown for 2 turns (checks Confusion immunity) Sharp, long, and deadly. | 
|  steel mace 'Elurilaith' (20-27 power, 3 apr) 3.0 T2 mace 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +1 Mag dps ---------- Dmg.mod +9% mind Melee Ret 2 mind ----- def ----- Defense +5 (+3 eff.) Stun/Frz- +10% ---------- misc Hate/m.crit +4.00 Light +1 Blunt and deadly. | 
|  steel mace of erosion (12-17 power, 3 apr) 3.0 T2 mace 1H weapon [Ego] Nature Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 nature Blunt and deadly. | 
|  blooming thorny mindstar of life (8-9 power, 24 apr, mind damage) 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+5 eff.) ----- def ----- Max.HP +13.00 HP.reg +1.00 Heal.mod +13% Heal/summ +12 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  creative vined mindstar of storms (5-6 power, 18 apr, mind damage) 3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +1 Dex +2 Mag +3 Wil +3 Cun +2 Con dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+4 eff.) Melee+ 5 lightning Dmg.mod +4% lightning Res.pen +4% lightning ----- def ----- Resists +5% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  dreamer's vined mindstar of flames (4-5 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) All.spd +2% Melee+ 6 fire Dmg.mod +9% fire Res.pen +6% fire ----- def ----- Resists +5% mind +4% fire Mind.save +4 (+2 eff.) ---------- misc Psi/turn +0.50 Max.psi +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  gifted vined mindstar (6-6 power, 18 apr, mind damage) 3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+5 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  gifted vined mindstar of gales (6-6 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+6 eff.) Dmg.mod +4% lightning +5% cold +6% physical ----- def ----- Defense +6 (+3 eff.) Pinning- +15% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  nature's vined mindstar of resolve (6-6 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) Dmg.mod +4% nature ----- def ----- Resists +4% blight Spell.save +3 (+2 eff.) Disease- +11% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  vined mindstar (6-6 power, 18 apr, mind damage) 3.0 T2 mindstar 1H weapon [Normal] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  surging ash magestaff of fate (15-18 power, 3 apr, fire element) 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+3 eff.) S.pwr/crit +3 Dmg.mod +15% fire ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  mighty iron steamgun of acid 4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +6 acid Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +8% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  Skullcleaver (20-28 power, 4 apr) 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. | 
|  flaming steel waraxe (14-19 power, 3 apr) 3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +6 fire One-handed war axes. | 
|  steel waraxe (16-22 power, 3 apr) 3.0 T2 waraxe 1H weapon [Normal] Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. | 
|  steel waraxe 'Flashclash' (14-19 power, 3 apr) 3.0 T2 waraxe 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% fire Acc +6 (+2 eff.) Melee Ret 6 fire ----- def ----- Defense +7 (+4 eff.) Resists +12% lightning Crit.dmg- 10.00% HP.reg +4.00 Disarm- +23% One-handed war axes. | 
|  noble's rough leather belt 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- D.Red.from +15% Summoned A belt that goes around your waist. | 
|  Blazequarry the woollen robe (0 def, 0 armour) 2.0 T2 cloth armor [Rare] Nature While equipped: Stats +4 Cun +1 Mag dps ---------- Dmg.mod +14% lightning +3% fire Res.pen +20% fire Melee Ret 6 acid On Hit (Melee): * 10% chance to reduce armor by 26% ----- def ----- Resists +21% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  mindwoven cashmere robe (0 def, 0 armour) 2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+3 eff.) ----- def ----- Resists +11% all Mind.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  mindwoven cashmere robe of protection (2 def, 3 armour) 2.0 T3 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+2 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +11% all Phys.save +21 (+10 eff.) Mind.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  mindwoven linen robe (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+3 eff.) ----- def ----- Resists +7% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  verdant cashmere robe (0 def, 0 armour) 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% all Poison- +26% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  pair of dwarven-steel boots of disengagement (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +4 Fatigue +3% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. 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 129% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. | 
|  traveler's pair of iron boots of tirelessness (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  umbral iron gauntlets of dexterity (+3) (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 darkness Dmg.mod +3% darkness Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% darkness 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. | 
|  Growthgore (2 def, 10 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +7% Resists +6% light +5% arcane Phys.save +6 (+3 eff.) Max.HP +42.00 A suit of armour made of mail. | 
|  rejuvenating steel mail armour (2 def, 6 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.50 ---------- misc Stam/turn +0.70 A suit of armour made of mail. | 
|  cleansing cured leather armour (6 def, 4 armour) 9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +11% nature +12% blight A suit of armour made of leather. | 
|  cured leather armour 'Emodana' (6 def, 11 armour) 9.0 T2 light armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Melee+ 6 fire Ranged+ 5 fire ----- def ----- Armour +11 Defense +6 (+3 eff.) Fatigue +7% Resists +3% acid +19% fire +12% physical Crit.dmg- 5.00% Pinning- +10% A suit of armour made of leather. | 
|  troll-hide cured leather armour (6 def, 4 armour) 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +31.00 HP.reg +4.40 Heal.mod +11% A suit of armour made of leather. | 
|  troll-hide hardened leather armour (9 def, 6 armour) 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Max.HP +44.00 HP.reg +7.50 Heal.mod +10% A suit of armour made of leather. | 
|  crackling steel shield of fire resistance (+10%) (0 def, 4 armour, 18-21 power, 43 block) 7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 17.5 - 21.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +43 Melee+ +11 lightning While equipped: Stats +1 Dex dps ---------- Melee Ret 8 lightning ----- def ----- Armour +4 Fatigue +8% Resists +10% lightning +15% fire ---------- misc Talents +1 Block Handheld deflection devices. | 
|  reinforced steel shield of winter (0 def, 7 armour, 18-22 power, 71 block) 7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 18.5 - 22.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +71 Melee+ +13 cold While equipped: Stats +1 Wil dps ---------- On shield block: * Deals 37 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +7 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. | 
|  agate 0.0 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. | 
|  2 aquamarine 0.0 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. | 
|  2 spinel 0.0 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. | 
|  Wintertide Phial 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. | 
|  brass lantern 2.0 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. | 
|  brass lantern 'Dagyran' 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+7 eff.) Acc +30 (+10 eff.) ----- def ----- Resists +3% mind Spell.save +3 (+2 eff.) Max.HP +44.00 ---------- 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. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  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 Chest 2.0 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. | 
|  arcing pouch of steel shots (24/24, 20-23 power, 2 apr) 3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 24 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 47 damage Shots are used with slings to pummel your foes to death. | 
|  amethyst 0.0 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. | 
|  5 ametrine 0.0 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. | 
|  2 citrine 0.0 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. | 
|  3 zircon 0.0 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
 Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.
			Bringer of Doom (Nightmare (Adventure) difficulty)
			Killed a Bringer of Doom.By Solanor the Dwarf Sun Paladin level 13
23rd Dearth 122nd year of Ascendancy at 10:35 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Solanor the Dwarf Sun Paladin level 10
13rd Dearth 122nd year of Ascendancy at 14:21 see stats
 Squadmate (Nightmare (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Nightmare (Adventure) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Solanor the Dwarf Sun Paladin level 5
18th Voratun 122nd year of Ascendancy at 21:32 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Solanor the Dwarf Sun Paladin level 10
15th Dearth 122nd year of Ascendancy at 23:32 see stats
Log
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Carrion worm mass's wormblight area effect hits Solanor for 3 blight damage.
Solanor feels pain again.
Solanor picks up (K.): troll-hide hardened leather armour (9 def, 6 armour).
Carrion worm mass's wormblight area effect hits Solanor for 4 blight damage.
Solanor receives 4 healing from Shield of Light.
Talent Wave of Power is ready to use.
Talent Sun Ray is ready to use.
Solanor's skin returns to normal.
Talent Shield Slam is ready to use.
Resting starts...
Talent Infusion: Wild is ready to use.
Talent Resilience of the Dwarves is ready to use.
Rested for 67 turns (stop reason: all resources and life at maximum).
Solanor picks up (C.): pair of dwarven-steel boots of disengagement (0 def, 4 armour).
Solanor picks up (h.): acidic dwarven-steel longsword of massacre (30-42 power, 4 apr).
Solanor picks up (k.): inquisitor's dwarven-steel longsword (24-34 power, 4 apr).
Solanor picks up (E.): verdant cashmere robe (0 def, 0 armour).
Solanor picks up (A.): noble's rough leather belt.
Solanor picks up (f.): Ivilaith the Hazeminister (42-64 power, 2 apr).
Solanor picks up (c.): flaming steel battleaxe of massacre (29-44 power, 2 apr).
There is a way to the lake of Nur here (press '' or right click to use).
Ran for 14 turns (stop reason: at exit).















































