










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 20 / 63% |
| Size | big |
| Lifes / Deaths | Killed by Aruna the degenerated skeleton warrior at level 12 on the 1st Summertide 122nd year of Ascendancy at 16:45 0 / 6Killed by Emudhemira the rattlesnake at level 14 on the 36th Dusk 122nd year of Ascendancy at 17:48 Killed by Emudhemira the rattlesnake at level 14 on the 36th Dusk 122nd year of Ascendancy at 19:40 Killed by Xanymira the anaconda at level 19 on the 61st Dusk 122nd year of Ascendancy at 06:27 Killed by Xanymira the anaconda at level 19 on the 61st Dusk 122nd year of Ascendancy at 10:01 Killed by 3-headed hydra at level 20 on the 63rd Dusk 122nd year of Ascendancy at 04:16 |
Primary Stats
| Strength | 59 (base 48) |
| Dexterity | 9 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 51 (base 44) |
| Willpower | 23 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | -33/717 |
| Positive | 31/107 |
| Stamina | 141/220 |
| Healing Factor | 1.3229415192739 |
| Regeneration | 16.206033611106 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 98 |
| Accuracy | 17 |
| Crit Chance | 30% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +10% |
| Lightning | +10% |
| Light | +10% |
| Temporal | +6% |
| Darkness | +12% |
| Physical | +9% |
| Fire | 0% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| Fire | +15% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 59.551211628464 (73.607947236566%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 15 |
| Physical Save | 28 |
| Spell Save | 38 |
| Mental Save | 13 |
Defense: Resistances
| Blight | + 3%( 74%) |
| Physical | + 2%( 74%) |
| Cold | + 16%( 74%) |
| All | 0%( 74%) |
| Darkness | + 33%( 74%) |
| Light | + 30%( 74%) |
| Temporal | + 12%( 74%) |
| Fire | + 6%( 74%) |
| Lightning | + 22%( 74%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 661% 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 315 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by rimebark. Escort: lost sun paladin (level 2 of Heart of the Gloom) | failed |
You failed to protect the lost warrior from death by thought-forged bowman. Escort: lost warrior (level 1 of Heart of the Gloom) | failed |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. 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.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 | Tularefast the Pyremaster (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +3% physical Res.pen +15% physical +15% fire ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold ---------- misc Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.26 to 93.78 lightning damage (62.52 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | iron torque of gale force [power 100] (0/15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 109 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +8 Resists +24% darkness Rings make your fingers look great! |
| On fingers | solipsist's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +45.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Blazegrind the dwarven-steel greatmaul (43-64 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +14 nature On Hit.r1 +12 temporal On Crit.r2 +4 temporal While equipped: Stats +7 Con +10 Wil dps ---------- Phys.crit +14.0% Crit.mult +23.00% Dmg.mod +6% temporal Apr +16 Melee Ret 4 fire ----- def ----- Resists +6% temporal Max.HP +69.00 Massive two-handed mauls. |
| On hands | iron gauntlets 'Aerulle' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 19 ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Max.hate +6.00 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. |
| Main armor | dwarven-steel plate armour 'Bokigas' (10 def, 22 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +22 Defense +10 (+6 eff.) Fatigue +22% Resists +1% physical Phys.save +3 (+2 eff.) Heal.mod +5% Silence- +20% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of metal plates. |
| Cloak | Ulidurion the linen cloak (1 def, 8 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +6% physical ----- def ----- Armour +8 Defense +1 (+1 eff.) Resists +1% physical Die.at -20.00 life Max.HP +33.00 ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Demonschism0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Armour +5 Defense +7 (+5 eff.) Resists +3% blight +6% temporal +9% darkness +12% lightning Res.Cap +4% all Phys.save +8 (+4 eff.) Amulets make your neck look great! |
Inventory
Lightsever the copper amulet0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Res.pen +25% blight ----- def ----- Resists +3% mind +3% light Amulets make your neck look great! |
Starschism0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.crit +2% Crit.mult +20.00% Dmg.mod +9% acid +9% light Res.pen +5% acid ----- def ----- Armour +5 Defense +6 (+4 eff.) Res.Cap +3% all Phys.save +10 (+5 eff.) ---------- misc Max.hate +2.00 Amulets make your neck look great! |
copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
copper ring of light (+24%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Rings make your fingers look great! |
mule's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -5% Resists +22% lightning ---------- misc Max.enc +24 Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+4 eff.) Rings make your fingers look great! |
rogue's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+4 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings make your fingers look great! |
wizard's steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Nerudhewyn the steel battleaxe (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Psionic Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 mind On Hit: * 21% chance to reduce all saves and defense by 20 While equipped: Stats +5 Cun +5 Wil ----- def ----- Resists +6% lightning +6% mind +12% darkness Max.HP +100.00 ---------- misc Stam/turn +2.00 Massive two-handed battleaxes. |
Nimbusrigor (14-21 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Arcane Power 14.0 - 21.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +4 lightning On Hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage While equipped: dps ---------- Apr +5 ---------- misc Max.stam +10.00 Massive two-handed battleaxes. |
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 any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. 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! |
Fularab (28-43 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane Power 28.5 - 42.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage On Crit: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 While equipped: ----- def ----- Armour +2 Resists +10% temporal Phys.save +9 (+5 eff.) HP.reg +2.00 Heal.mod +15% Massive two-handed mauls. |
Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+6 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
thought-forged iron greatmaul (20-30 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Psionic Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 mind On Hit: * 14% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +3 Wil Massive two-handed mauls. |
arcing steel greatsword (26-41 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] 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% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage Massive two-handed swords. |
balanced steel greatsword (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+6 eff.) ----- def ----- Defense +12 (+7 eff.) Disarm- +32% Massive two-handed swords. |
ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
warden's hardened leather sling of cold4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +7 cold While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% physical +7% temporal +10% cold Res.pen +6% temporal +5% physical ---------- misc Reload +1 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
elm starstaff 'Shadowhacker' (12-14 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Arcane Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) S.pwr/crit +2 Dmg.mod +12% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +12% temporal ---------- misc Talents +1 Command Staff This staff offers 12% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Issysus the Ravenglamour (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% On Hit.r1 +8 darkness While equipped: Stats +4 Cun +8 Con dps ---------- Dmg.mod +15% darkness Acc +7 (+4 eff.) ----- def ----- Defense +7 (+5 eff.) Disarm- +22% One-handed war axes. |
chilling steel waraxe of daylight (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +10 light +9 cold Against +7% Undead One-handed war axes. |
slime-covered steel waraxe of massacre (19-27 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt/Master Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 8% chance to slow global speed by 46% One-handed war axes. |
Ce'Nira the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- Defense +15 (+9 eff.) Resists +9% darkness +3% temporal Crit.dmg- 10.00% D.Red.from +15% Summoned Phys.save +6 (+3 eff.) Blind- +10% A belt that goes around your waist. |
blurring rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +10 (+6 eff.) Fatigue -5% Stealth +6 ---------- misc Max.enc +24 A belt that goes around your waist. |
hardened leather belt 'Greenblow'1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Mag +3 Cun dps ---------- Phys.crit +7.0% Spell.crit +2% Mind.crit +5% Phys.pwr +4 (+2 eff.) ----- def ----- Resists +8% light +9% darkness +6% nature Spell.save +5 (+2 eff.) ---------- misc Vim/s.crit +2.00 Size +1 A belt that goes around your waist. |
nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +6% light +6% darkness A belt that goes around your waist. |
rough leather belt 'Earthnaught'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +10 (+6 eff.) Resists +6% nature +3% temporal Max.HP +34.00 Poison- +10% Confus- +10% A belt that goes around your waist. |
rough leather belt 'Sparkhunter'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Res.pen +5% lightning ----- def ----- Resists +3% mind +6% light Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Flameripper (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Dmg.mod +3% fire ----- def ----- Defense +1 (+1 eff.) Crit.dmg- 10.00% ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Samiblek the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +6 Dex +2 Wil +1 Con dps ---------- Dmg.mod +3% mind ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+6 eff.) ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tundrawreath (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +9% nature +18% cold Res.pen +5% lightning On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Resists +10% darkness +11% temporal Spell.save +7 (+3 eff.) Def/telep +11 Res/telep +10% Dur/telep +12% ---------- misc Max.mana +44.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Resists +6% fire +5% cold A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
pair of rough leather boots 'Sootimmortal' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Dmg.mod +3% acid +3% darkness Res.pen +10% darkness +10% acid Apr +4 ----- def ----- Armour +1 ---------- misc See.Invis +3 A pair of boots made of leather. |
Ashswift (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +25% fire On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +4 Fatigue +4% Resists +12% fire +9% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Goressra (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun +4 Con ----- def ----- Armour +4 Fatigue +4% Resists +8% fire +11% cold Mind.save +6 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tempestobsidian the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex +1 Mag +3 Cun dps ---------- Melee Ret 4 lightning On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +3% temporal +5% cold ---------- misc Breathe water A cap made of leather. |
Voidwasp the iron helm (10 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% darkness Res.pen +5% physical ----- def ----- Armour +3 Defense +10 (+6 eff.) Fatigue +5% ---------- misc Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of dexterity (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spellwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
Kegodugen the Sleetsting (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +10% blight +10% cold Melee Ret 10 temporal ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +19% acid +9% cold Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of resilience (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Max.HP +26.00 HP.reg +2.60 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
enlightening hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +9 (+6 eff.) Fatigue +8% Mind.save +12 (+10 eff.) A suit of armour made of leather. |
Haryruikan the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +5% arcane ----- def ----- Armour +9 Fatigue +22% Resists +17% acid +6% arcane +17% lightning Spell.save +24 (+9 eff.) ---------- misc Max.mana +40.00 A suit of armour made of metal plates. |
flaming steel shield (0 def, 4 armour, 18-22 power, 40.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 18.5 - 22.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit.r1 +11 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 4 fire ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield 'Bakaltholach' (0 def, 4 armour, 26-31 power, 37 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 25.5 - 30.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +37 On Hit.r1 +4 physical While equipped: dps ---------- Spell.pwr +15 (+7 eff.) Res.pen +15% physical Apr +2 Melee Ret 4 acid ----- def ----- Armour +4 Fatigue +8% Resists +13% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (210) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
steel shield of temporal resistance (+12%) (0 def, 4 armour, 15-18 power, 37 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +37 While equipped: dps ---------- On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +12% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
2 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. |
168 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. |
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. |
3 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 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. |
Elenilach2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex +3 Wil +2 Con dps ---------- Mind.crit +4% ----- def ----- Mind.save +3 (+3 eff.) Max.HP +41.00 ---------- 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 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. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 13 fire ----- def ----- Resists +6% fire ---------- 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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
blazing pouch of steel shots of accuracy (13/13, 20-25 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Nature/Master Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +2 Crit +4.5% Capacity 13 Ranged+ +9 fire On Crit.r2 +5 fire Shots are used with slings to pummel your foes to death. |
pouch of steel shots (15/15, 22-26 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Normal] Power 22.0 - 26.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 15 Shots are used with slings to pummel your foes to death. |
Flamestake [power 110] (0/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% temporal +9% fire Res.pen +5% cold Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Reduce 2 talent CDs by 2. Natural totems are made by powerful wilders to store nature power. |
2 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. |
6 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. |
5 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 (Nightmare (Adventure) difficulty)
Got a character to level 10.By SOL MAXIMUS III the Ogre Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 00:24 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By SOL MAXIMUS III the Ogre Sun Paladin level 20
62nd Dusk 122nd year of Ascendancy at 05:05 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By SOL MAXIMUS III the Ogre Sun Paladin level 9
3rd Mirth 122nd year of Ascendancy at 16:28 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By SOL MAXIMUS III the Ogre Sun Paladin level 17
47th Dusk 122nd year of Ascendancy at 09:07 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By SOL MAXIMUS III the Ogre Sun Paladin level 15
37th Dusk 122nd year of Ascendancy at 19:25 see stats
Log
Emeletira the red ooze uses Healing Nexus.
SOL MAXIMUS III casts Wave of Power.
SOL MAXIMUS III misses Emeletira the red ooze.
3-headed hydra breathes acid!
SOL MAXIMUS III's sun path area effect hits Emeletira the red ooze for 11 light damage.
3-headed hydra hits SOL MAXIMUS III for 235 acid damage.
Bleeding from Emeletira the red ooze hits SOL MAXIMUS III for 8 physical damage.
Poison from 3-headed hydra hits SOL MAXIMUS III for 42 nature damage.
SOL MAXIMUS III hits Emeletira the red ooze for 5 lightning damage.
SOL MAXIMUS III hits 3-headed hydra for 6 lightning damage.
SOL MAXIMUS III hits Ritch flamespitter for 8 lightning damage.
SOL MAXIMUS III's sun path area effect hits Emeletira the red ooze for 13 light damage.
SOL MAXIMUS III's sun path area effect hits Ritch flamespitter for 10 light damage.
SOL MAXIMUS III's sun path area effect killed Emeletira the red ooze!
SOL MAXIMUS III uses Infusion: Movement.
SOL MAXIMUS III is moving at extreme speed!
3-headed hydra breathes lightning!
SOL MAXIMUS III deactivates Second Life.
SOL MAXIMUS III has been healed by a blast of positive energy!
Emeletira the red ooze steals healing from SOL MAXIMUS III!
3-headed hydra hits SOL MAXIMUS III for 0 lightning damage.
Emeletira the red ooze receives 88 healing from Healing Nexus Redirection from Emeletira the red ooze.
Healing Nexus Redirection from Emeletira the red ooze killed Emeletira the red ooze!
Poison from 3-headed hydra hits SOL MAXIMUS III for 42 nature damage.
Bleeding from Emeletira the red ooze hits SOL MAXIMUS III for 8 physical damage.
SOL MAXIMUS III the level 20 ogre sun paladin was slimed to death by a 3-headed hydra on level 2 of The Maze.



































































































