











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: 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 | Female |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 21 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by Bethuna the treant at level 10 on the 6th Flare 122nd year of Ascendancy at 00:16 0 / 6Killed by Porith the sandworm at level 11 on the 1st Dusk 122nd year of Ascendancy at 08:11 Killed by shadow at level 15 on the 13rd Dusk 122nd year of Ascendancy at 07:23 Killed by Betytta the cutpurse at level 19 on the 26th Dusk 122nd year of Ascendancy at 00:09 Killed by Emelonor the dire wolf at level 19 on the 40th Dusk 122nd year of Ascendancy at 07:42 Killed by Lisarewen the faeros at level 21 on the 63rd Dusk 122nd year of Ascendancy at 13:23 |
Primary Stats
| Strength | 42 (base 39) |
| Dexterity | 22 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 53 (base 47) |
| Willpower | 14 (base 10) |
| Cunning | 26 (base 10) |
Resources
| Life | -109/737 |
| Positive | 44/110 |
| Stamina | 170/170 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 0.25932238325009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 42 |
| Crit Chance | 33% |
| APR | 24 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +49% |
| Blight | +3% |
| Physical | +9% |
| All | 0% |
| Nature | +12% |
Offense: Damage Penetration
| Physical | +20% |
| Light | +40% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 38.36174050493 (100%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 35 |
| Physical Save | 31 |
| Spell Save | 26 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 7%( 70%) |
| Physical | + 2%( 70%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 66%( 70%) |
| Mind | + 6%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
| Pinning Resistance | 28% |
| Silence Resistance | 10% |
| Poison Resistance | 20% |
| Blind Resistance | 71% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 626% 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 Constitution stat. |
| 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 365 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 1/5 |
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 failed to protect the lost sun paladin from death by Bethuna the treant. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You failed to protect the lost tinker from death by Guldathra the giant venus flytrap. Escort: lost tinker (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | pair of rough leather boots 'Dawnworth' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Melee Ret 2 light ----- def ----- Armour +1 Resists +3% mind +3% cold Max.HP +80.00 Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. |
| Light source | brass lantern 'Tempestqueller'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 4 lightning ----- def ----- Armour +2 Resists +9% acid +3% nature Spell.save +9 (+4 eff.) Max.HP +43.00 Disarm- +10% ---------- 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. |
| On head | Emawyn the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +4 Dex +3 Wil +8 Cun +4 Con ----- def ----- Armour +4 Fatigue +4% Resists +9% cold Poison- +20% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | iron gauntlets 'Blindhacker' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Crit.mult +5.00% Dmg.mod +9% light Acc +11 (+4 eff.) Apr +4 ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Disarm- +22% 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 | steel torque of psionic shield [power 43] (13/25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Dayrigor the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Melee+ 18 light Ranged+ 18 light Dmg.mod +12% light Res.pen +20% light +5% mind ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +1 Rings make your fingers look great! |
| On fingers | Borydrakan0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +3% blight +13% light +12% nature ----- def ----- Armour +8 Resists +24% nature +3% mind +26% light Max.HP +20.00 Disarm- +20% Pinning- +28% Knockbk- +22% Rings make your fingers look great! |
| Around neck | gold amulet 'Belugalaith'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% physical Res.pen +20% physical Acc +25 (+8 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +2% physical +15% light +15% darkness Blind- +28% Amulets make your neck look great! |
| In main hand | Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery 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 (+7 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. |
| Around waist | rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Yarinik (0 def, 2 armour, 10-12 power, 16.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 10.0 - 12.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +16 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 5 fire Melee Ret 1 fire ----- def ----- Armour +2 Fatigue +8% Resists +3% fire Phys.save +3 (+2 eff.) Max.HP +100.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Blind's kiss (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Dmg.mod +15% light Res.pen +20% light ----- def ----- Defense +1 (+0 eff.) Max.HP +35.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Prismminister the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +15% lightning +9% fire +6% darkness Die.at -80.00 life Silence- +10% ---------- misc Light +3 A suit of armour made of metal plates. |
Inventory
movement infusion of the wizard (speed 559%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 559% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 559%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 559% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
grounding copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Abyssblood (16-25 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 16.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +4 fire On Hit: * 20% chance to slow global speed by 39% While equipped: dps ---------- Dmg.mod +3% fire Res.pen +10% all Acc +9 (+3 eff.) Apr +9 On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +5% arcane +3% temporal Massive two-handed battleaxes. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Manoroddadur the Plaguedream (25-38 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 25.0 - 37.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +16 mind While equipped: Stats +2 Con +2 Wil dps ---------- Res.pen +25% mind ----- def ----- Resists +9% nature Massive two-handed mauls. |
Mardyrek (26-41 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane Power 25.5 - 40.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +17 cold On Hit.r1 +9 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage While equipped: Stats +3 Con dps ---------- Acc +15 (+5 eff.) ----- def ----- Resists +1% physical Massive two-handed swords. |
Silylaith the Shiverbreak (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 cold On Hit.r1 +16 nature +8 cold On Crit.r2 +16 nature On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +12 (+4 eff.) Dmg.mod +6% cold ----- def ----- Resists +3% cold Massive two-handed swords. |
iron greatsword (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 15.5 - 24.8 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. |
Torchfiend the steel longsword (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 fire While equipped: Stats +3 Dex +1 Wil dps ---------- Mind.crit +2% Phys.spd +10% Dmg.mod +9% fire Acc +9 (+3 eff.) Melee Ret 4 fire ----- def ----- Resists +9% darkness Mind.save +15 (+8 eff.) Sharp, long, and deadly. |
iron longsword of massacre (18-26 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron longsword of massacre (16-23 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
creative vined mindstar (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [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 +4 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 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. |
cruel ash vilestaff of might (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego] Arcane/Master 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 +13% Crit.mult +11.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron waraxe 'Spiderpython' (12-17 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +4 arcane On Hit: * 10% chance to slow global speed by 39% * 25% chance for lightning to strike from the target to a second target dealing 66 damage While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Resists +5% arcane One-handed war axes. |
Demonbiter the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +9% darkness Res.pen +10% darkness +5% light ----- def ----- Defense +9 (+4 eff.) Resists +6% darkness Stealth +6 A belt that goes around your waist. |
Silydheba1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Wil ----- def ----- Resists +6% lightning +6% temporal +3% darkness +6% nature +3% acid Phys.save +6 (+3 eff.) Die.at -20.00 life A belt that goes around your waist. |
rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Vorogatira (11 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Apr +7 ----- def ----- Defense +11 (+5 eff.) Max.HP +32.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of protection (6 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +6 (+3 eff.) Phys.save +5 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 +2% ---------- misc Stam/turn +0.30 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. |
iron gauntlets 'Rimethorn' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +1 Wil dps ---------- Melee+ 6 mind Dmg.mod +4% mind ----- def ----- Armour +1 Fatigue +1% Resists +5% mind +3% cold ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Flashbender the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +6% light Res.pen +10% light ----- def ----- Armour +1 Fatigue +1% Resists +7% lightning +6% temporal +3% light ---------- misc Light +3 A cap made of leather. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Splendourzeal (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Wil +2 Con dps ---------- Crit.mult +10.00% Dmg.mod +3% mind Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 14 ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +3% light Mind.save +3 (+2 eff.) Max.HP +33.00 A suit of armour made of mail. |
Wrathroot's Barkwood (9 def, 10 armour, 28-38 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 27.5 - 38.5 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 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. |
iron shield (0 def, 2 armour, 9-11 power, 23.5 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +24 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced iron shield (0 def, 4 armour, 8-10 power, 46 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +46 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
acidic quiver of yew arrows of crippling (21/21, 31-43 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Arcane/Master Power 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 21 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 Arrows are used with bows to pierce your foes to death. |
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. |
132 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. |
2 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. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
6 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Voretira2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% Phys.pwr +15 (+5 eff.) Dmg.mod +3% acid ---------- 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. |
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. |
Scrying Orb1.0 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 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. |
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. |
elm wand of shielding 'Rainwrack' [power 116] (13/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 10% chance to slow global speed by 39% ----- def ----- Resists +6% nature 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 Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
4 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. |
7 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
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By baaladin the Cornac Sun Paladin level 10
4th Flare 122nd year of Ascendancy at 05:11 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By baaladin the Cornac Sun Paladin level 20
51st Dusk 122nd year of Ascendancy at 07:31 see stats
Lost in translation (Insane (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By baaladin the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 10:36 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By baaladin the Cornac Sun Paladin level 9
8th Mirth 122nd year of Ascendancy at 23:02 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By baaladin the Cornac Sun Paladin level 19
24th Dusk 122nd year of Ascendancy at 16:11 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By baaladin the Cornac Sun Paladin level 14
5th Dusk 122nd year of Ascendancy at 10:06 see stats
Log
Lisumina the fire drake begins rampaging!
Baaladin is knocked back!
baaladin reflects damage back to Lisumina the fire drake!
Melee retaliation hits Lisumina the fire drake for 3 lightning, 0 fire, 24 light (27 total damage).
baaladin hits Lisumina the fire drake for (58 rampage shugs off), 121 reflected, 9 reflected (131 total damage).
Lisumina the fire drake hits baaladin for (121 absorbed), 0 physical, (9 absorbed), 0 nature (0 total damage).
Baaladin casts Wave of Power.
baaladin misses Lisarewen the faeros.
Lisumina the fire drake has shrugged off 58 damage and is ready for more.
Burning from Lisarewen the faeros hits Lisumina the fire drake for 4 fire damage.
Your shield crumbles under the damage!
The shield around baaladin crumbles.
Baaladin is no longer overwhelmed.
Baaladin stops burning.
Talent Sun Ray is ready to use.
Talent Healing Light is ready to use.
baaladin reflects damage back to Lisarewen the faeros!
Deadly Poison from Lisarewen the faeros hits baaladin for (52 absorbed), 2 nature (2 total damage).
Searing Sight hits Lisumina the fire drake for (14 rampage shugs off), 0 light (0 total damage).
baaladin hits Lisarewen the faeros for 52 reflected damage.
Lisarewen the faeros uses Whirlwind.
Lisarewen the faeros becomes a whirlwind of weapons!
Poison bursts out of Baaladin's corpse!
Lisarewen the faeros's spell attains critical power!
Baaladin starts to bleed.
Lisarewen the faeros hits baaladin for 39 physical damage.
Melee retaliation hits Lisarewen the faeros for 3 lightning, 0 fire, 19 light, 3 lightning, 0 fire, 19 light (44 total damage).
baaladin the level 21 cornac sun paladin was impaled to death by Lisarewen the faeros on level 2 of Daikara.
Lisarewen the faeros prepares for the next kill!
































































































