











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Adventure |
| Sex | Male |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 21 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 16 on the 1st Time of Equilibrium 122nd year of Ascendancy at 05:13 0 / 6Killed by Betirin the king cobra at level 16 on the 5th Haze 122nd year of Ascendancy at 20:27 Killed by TheSunIsKing at level 18 on the 13rd Haze 122nd year of Ascendancy at 15:46 Killed by Auduyom the thalore at level 18 on the 16th Haze 122nd year of Ascendancy at 23:48 Killed by 3-headed hydra at level 20 on the 34th Haze 122nd year of Ascendancy at 23:35 Killed by Isana the cold drake hatchling at level 21 on the 41st Haze 122nd year of Ascendancy at 09:09 |
Primary Stats
| Strength | 48 (base 45) |
| Dexterity | 21 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 60 (base 50) |
| Willpower | 16 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -3/503 |
| Mana | 130/250 |
| Stamina | 175/185 |
| Positive | 30/110 |
| Healing Factor | 1.1391526171257 |
| Regeneration | 2.5630933885328 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -1.1102230246252E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 39 |
| Crit Chance | 27% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Arcane | +9% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +25% |
| Physical | +15% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 51.551211628464 (73.607947236566%) |
| Defense | 24 |
| Ranged Defense | 28 |
| Fatigue | 37 |
| Physical Save | 39 |
| Spell Save | 25 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 28%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 13%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 7%( 70%) |
| Physical | + 19%( 70%) |
| Fire | + 7%( 70%) |
| Lightning | + 13%( 70%) |
Defense: Immunities
| Pinning Resistance | 24% |
| Disarm Resistance | 21% |
| Bleed Resistance | 40% |
| Confusion Resistance | 45% |
| Silence Resistance | 20% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 135 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Magic 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 400 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 |
| 2/5 |
| 4/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost defiler from death by Gyramina the rattlesnake. Escort: lost defiler (level 2 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You abandoned lost warrior, to death. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by great wolf. Escort: lost warrior (level 2 of Old Forest) | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * '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.' * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed minotaur nose. | 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 | Shockgore (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes stats: +6 Cun Changes resistances: +5% arcane Changes resistances penetration: +10% lightning Changes damage: +3% arcane Equilibrium when hit: +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 91.59 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 91.59 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Frostfear (6 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Armour: +10 Defense: +6 (+3 eff.) Fatigue: +4% Changes resistances: +6% cold / +6% darkness / +4% all Physical save: +7 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Zubunne (0 def, 9 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +5 (+2 eff.) Armour: +9 Fatigue: +3% Damage (Melee): 7 physical Changes resistances: +9% lightning / +2% physical / +3% light / +3% fire Changes damage: +5% physical Stamina each turn: +2.00 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. |
| Tool | supercharged ash wand of shielding [power 242] (30/25 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 25 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +1 Str / +3 Dex Mental save: +6 (+3 eff.) Silence immunity: +20% Disarm immunity: +21% Confusion immunity: +22% Pinning immunity: +24% Knockback immunity: +22% Mana each turn: +0.13 Maximum life: +24.00 Maximum stamina: +10.00 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | wizard's steel ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Mental save: +7 (+3 eff.) Confusion immunity: +23% Rings make your fingers look great! |
| Around neck | warrior's copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Cut immunity: +40% Stamina each turn: +0.30 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 128 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Fulokor the Glacierdash (28-38 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Changes resistances: +6% acid / +3% cold Changes resistances penetration: +25% arcane Changes damage: +6% arcane / +12% cold Blunt and deadly. |
| Around waist | hardened leather belt 'Hettohor'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +5 (+2 eff.) Changes stats: +4 Dex / +2 Mag Changes resistances penetration: +15% physical Physical save: +8 (+3 eff.) Mindpower: +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | cashmere cloak 'Neriwen' (2 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Defense: +2 (+1 eff.) Changes stats: +1 Str / +2 Con Critical mult.: +5.00% Reduces incoming crit damage: 15.00% Stamina each turn: +3.00 Light radius: +2 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | iron plate armour 'Hettarek' (0 def, 17 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +17 Fatigue: +22% Changes stats: +3 Dex Changes resistances: +8% physical Physical save: +23 (+8 eff.) A suit of armour made of metal plates. |
Inventory
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
grounding steel amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% lightning Stun/Freeze immunity: +26% Amulets make your neck look great! |
steel amulet 'Zubyna'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +3 Mag / +2 Wil / +5 Cun / +13 Con Life regen: +3.00 Stamina each turn: +0.50 Light radius: +3 See invisible: +6 Movement speed: +10% Amulets make your neck look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
ScaldreeveCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +8 Changes stats: +2 Str / +1 Wil Changes resistances: +3% fire Maximum stamina: +20.00 Rings make your fingers look great! |
mule's steel ring of light (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +24% light Changes damage: +12% light Maximum encumbrance: +22 Rings make your fingers look great! |
psionicist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Disarm immunity: +26% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +24.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.steel battleaxe 'Balancehunger' (18-26 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 17.5 - 26.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Wil Changes resistances: +12% blight / +6% nature / +5% arcane Maximum psi: +10.00 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.truestriking steel battleaxe (19-28 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +13 Changes resistances penetration: +9% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.creative vined mindstar of balance (6-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Physical save: +4 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.90 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level.Boridelen the Frozenstun (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% cold Changes damage: +15% lightning / +27% cold Talent granted: +1 Command Staff Mana each turn: +0.22 Maximum mana: +48.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Chargescar (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 21 Changes stats: +2 Mag / +4 Wil / +5 Con Changes resistances: +9% blight / +3% lightning Changes resistances penetration: +10% blight Changes damage: +3% lightning / +30% cold / +9% blight Talent granted: +1 Command Staff Life regen: +1.20 Maximum mana: +59.00 Spellpower: +28 (+9 eff.) Spell crit. chance: +13% Healing mod.: +17% Staves designed for wielders of magic, by the greats of the art. |
Lelyndur the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil / +2 Mag Changes resistances: +6% lightning / +7% temporal Changes resistances penetration: +10% blight / +10% arcane Spell crit. chance: +6% A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
Skysquall the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 15 Damage when hit (Melee): 6 mind Changes resistances: +7% acid / +7% fire / +7% lightning / +6% cold Changes resistances penetration: +15% mind / +10% lightning Changes damage: +9% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Balydig' (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +12% cold Changes resistances penetration: +20% mind / +10% acid Mental save: +9 (+4 eff.) Psi when hit: +0.08 Maximum psi: +20.00 Mindpower: +20 (+10 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 hardened leather boots 'Arelenn' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +7 Str / +2 Wil Changes resistances: +8% lightning / +10% temporal / +3% mind Spell save: +12 (+6 eff.) Mental crit. chance: +2% A pair of boots made of leather. |
cashmere wizard hat of lightning (+16%) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +16% lightning Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Cyrabeth the Deepsspiker (10 def, 10 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce damage dealt by 13% Changes stats: +3 Cun / +1 Dex Changes resistances penetration: +15% darkness Changes damage: +12% lightning Mental save: +12 (+6 eff.) Light radius: +3 A suit of armour made of mail. |
Airwing (9 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes stats: +2 Cun Changes resistances: +21% lightning Changes resistances penetration: +15% lightning Changes damage: +9% fire Critical mult.: +15.00% Mental save: +3 (+1 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Arczephyr the steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +2 Cun / +1 Wil Changes resistances: +6% lightning Critical mult.: +15.00% Mental save: +12 (+6 eff.) Life regen: +4.00 Stamina each turn: +0.70 Psi when hit: +0.12 Mindpower: +10 (+5 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.psychokinetic quiver of ash arrows of corruption (16/16, 19-27 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 16 When this weapon hits: Curse of Defenselessness (20% chance level 2). On weapon hit: * 20% chance to knock the target back 3 spaces and deal 73 physical damage Damage (Ranged): +17 physical Arrows are used with bows to pierce your foes to death. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blastbliss (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +2 Str Changes resistances: +6% lightning / +12% cold / +6% darkness / +6% temporal Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Teran' (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +1 Physical crit. chance: +3.0% Defense: +15 (+7 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +6% acid / +3% fire Maximum life: +60.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
AlulathalachInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 31% Changes stats: +2 Con / +1 Wil Changes resistances penetration: +5% acid Maximum life: +40.00 Light radius: +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. |
FlashfameInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Wil Changes resistances: +3% lightning / +6% cold / +9% light Changes damage: +8% mind Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Nightbliss'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 13% Mental save: +12 (+6 eff.) Disease immunity: +10% Life regen: +4.00 Maximum life: +55.00 Light radius: +4 Healing mod.: +10% A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Changes stats: +3 Wil Critical mult.: +12.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Wind Worn Shot (21/25, 39-47 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 39 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
overpowered steel torque of mindblast [power 250] (30/22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 250 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (30/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 196 Base Damage: 107 Armor: 1 All Resist: 3 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Cleansegrinder [power 200] (30/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +3% nature / +15% mind / +6% darkness Maximum wards: +3 lightning / +3 blight / +3 nature / +3 arcane Talent granted: +1 Ward Cut immunity: +10% Healing mod.: +20% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By TheSunIsKing the Higher Sun Paladin level 19
32nd Haze 122nd year of Ascendancy at 00:21 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By TheSunIsKing the Higher Sun Paladin level 10
6th Mirth 122nd year of Ascendancy at 18:57 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By TheSunIsKing the Higher Sun Paladin level 20
33rd Haze 122nd year of Ascendancy at 07:14 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By TheSunIsKing the Higher Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 22:35 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By TheSunIsKing the Higher Sun Paladin level 12
41st Dusk 122nd year of Ascendancy at 09:28 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By TheSunIsKing the Higher Sun Paladin level 11
1st Summertide 122nd year of Ascendancy at 03:42 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By TheSunIsKing the Higher Sun Paladin level 18
20th Haze 122nd year of Ascendancy at 03:08 see stats
Log
Melee retaliation hits Isana the cold drake hatchling for (7 flat reduction), 0 light (0 total damage).
Isana the cold drake hatchling hits TheSunIsKing for (70 absorbed), 70 physical, (3 absorbed), 3 physical, (3 absorbed), 3 fire (76 total damage).
TheSunIsKing casts Brandish.
Isana the cold drake hatchling is a martyr.
The shield around Isana the cold drake hatchling crumbles.
The shield around cold drake hatchling crumbles.
The shield around cold drake hatchling crumbles.
Isana the cold drake hatchling damages himself through Martyrdom!
TheSunIsKing hits Cold drake hatchling for 57 light damage.
TheSunIsKing hits Cold drake hatchling for (48 absorbed), 7 light (7 total damage).
TheSunIsKing hits Cold drake hatchling for (29 absorbed), 25 light (25 total damage).
TheSunIsKing hits Isana the cold drake hatchling for (12 flat reduction), (31 absorbed), 0 physical, (4 flat reduction), 0 nature, (12 flat reduction), (2 absorbed), 0 light, (3 flat reduction), 0 physical, (12 flat reduction), 10 physical, (12 flat reduction), 4 light, (3 flat reduction), 0 physical, (0 flat reduction), 0 cold, (12 flat reduction), 45 light (59 total damage).
Weapon of Wrath hits Isana the cold drake hatchling for (12 flat reduction), (13 absorbed), 21 fire (21 total damage).
Melee retaliation hits TheSunIsKing for (1 absorbed), 1 cold, (1 absorbed), 1 cold (3 total damage).
TheSunIsKing killed Cold drake hatchling!
Melee retaliation hits Cold drake hatchling for 6 light damage.
Melee retaliation hits Cold drake hatchling for 6 light damage.
Cold drake hatchling hits TheSunIsKing for (7 absorbed), 7 physical (7 total damage).
Cold drake hatchling hits TheSunIsKing for (10 absorbed), 10 physical (10 total damage).
Isana the cold drake hatchling throws two quick punches.
TheSunIsKing deactivates Retribution.
TheSunIsKing unleashes the stored damage in retribution!
Isana the cold drake hatchling uses Juggernaut.
Isana the cold drake hatchling damages himself through Martyrdom!
TheSunIsKing hits Cold drake hatchling for 121 light damage.
TheSunIsKing hits Cold drake hatchling for 121 light damage.
TheSunIsKing hits Isana the cold drake hatchling for (2 flat reduction), 0 physical, (0 flat reduction), 0 physical, (12 flat reduction), 115 light, (0 flat reduction), 0 fire, (3 flat reduction), 0 physical, (0 flat reduction), 0 physical (115 total damage).
Melee retaliation hits Isana the cold drake hatchling for (7 flat reduction), 0 light, (7 flat reduction), 0 light (0 total damage).
Isana the cold drake hatchling hits TheSunIsKing for (41 absorbed), 41 physical, (3 absorbed), 3 physical, (0 absorbed), 7 fire, 62 physical, 6 physical (119 total damage).
TheSunIsKing the level 21 higher sun paladin was cleaved to death by Isana the cold drake hatchling on level 1 of Intimidating Cave.




































































































