











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Cleaner Item Descriptions 1.7.0Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 18 / 30% |
| Size | big |
| Lifes / Deaths | Killed by blade horror at level 7 on the 6th Mirth 122nd year of Ascendancy at 01:49 0 / 7Killed by cutpurse at level 16 on the 57th Haze 122nd year of Ascendancy at 23:21 Killed by Xakira the cutpurse at level 16 on the 58th Haze 122nd year of Ascendancy at 00:02 Killed by rogue at level 16 on the 58th Haze 122nd year of Ascendancy at 01:13 Killed by skeleton magus at level 18 on the 61st Haze 122nd year of Ascendancy at 02:31 Killed by armoured skeleton warrior at level 18 on the 61st Haze 122nd year of Ascendancy at 03:39 Killed by Velann the forest wight at level 18 on the 61st Haze 122nd year of Ascendancy at 03:49 |
Primary Stats
| Strength | 55 (base 43) |
| Dexterity | 11 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 49 (base 37) |
| Willpower | 21 (base 10) |
| Cunning | 17 (base 10) |
Resources
| Life | -97/568 |
| Positive | 84/101 |
| Stamina | 188/188 |
| Healing Factor | 1.1191526171258 |
| Regeneration | 7.3304496421737 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 22 |
| Crit Chance | 11% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Darkness | +13% |
| Blight | +10% |
| Physical | +9% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 31 (30%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 14 |
| Physical Save | 31 |
| Spell Save | 35 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Physical | + 10%( 70%) |
| Cold | + 7%( 70%) |
| All | 0%( 70%) |
| Darkness | + 38%( 70%) |
| Mind | + 12%( 70%) |
| Lightning | + 3%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 264 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 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 lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Emabrerilaith the netherworm mass. Escort: lost warrior (level 1 of Old Forest) | failed |
You failed to protect the repented thief from death by wolf. Escort: repented thief (level 3 of Trollmire) | 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 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. | 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 red crystal shard. * '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 green worm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed black mamba head. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. * You've found the needed bear paw. 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 bloated horror heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed length of troll intestine. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Scabquake (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +4 Cun offense ------ Damage +9% physical Ignore Armor +1 defense ------ Armor +3 Resistance +9% nature Physical save +7 (+4 eff.) Spell save +7 (+4 eff.) Mind save +7 (+3 eff.) other ------- Max stamina +10.00 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +44.00 other ------- 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. |
| On head | iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | cinder rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) On-Hit 6 fire Damage +3% fire defense ------ Armor +1 Resistance +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe 'Duskgrind' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +3% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Armor +2 Resistance +6% mind other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's copper ring of darkness (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +10% darkness defense ------ Armor +6 Resistance +20% darkness Rings make your fingers look great! |
| On fingers | titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 4/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 165 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Skytaint (33-50 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Master Weapon Damage 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +4 darkness On-crit, radius 2 +4 lightning While equipped: offense ------ Damage +3% lightning +6% fire Ignore resists +10% physical Accuracy +19 (+10 eff.) Ignore Armor +13 defense ------ Resistance +3% lightning +9% darkness Massive two-handed battleaxes. |
| Around waist | rough leather belt 'Gunimas'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: defense ------ Armor +2 Fatigue -6% Physical save +9 (+5 eff.) Unlife -80.00 life other ------- Encumbrance +21 A belt that goes around your waist. |
| In off hand | Obsidianborn the dwarven-steel shield (0 def, 6 armour, 30-37 power, 83 block)7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 30.5 - 36.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +83 On-hit +8 mind While equipped: Stats +1 Cun +4 Wil defense ------ Armor +6 Fatigue +8% Resistance +10% physical +6% mind +9% darkness other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Elymina (11 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil defense ------ Armor +2 Defense +11 (+7 eff.) Crit Resistance 15.00% Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour of the deep (6 def, 6 armour)9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: offense ------ Damage +10% blight defense ------ Armor +6 Defense +6 (+4 eff.) Fatigue +7% Resistance +5% acid +7% cold Life +32.00 Life Regen +4.30 Healmod +10% other ------- Breathe water A suit of armour made of leather. It was corrupted by the digestive sack. |
Inventory
wild infusion of the warrior (res 29%; physical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 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 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +20% fire Rings make your fingers look great! |
copper ring of lightning (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
mule's copper ring of arcana (+0.10/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Silence Resist +21% other ------- Encumbrance +20 Mana/turn +0.10 Rings make your fingers look great! |
psionicist's steel ring of blight (+12%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Damage +12% blight defense ------ Resistance +12% blight Mind save +6 (+3 eff.) Rings make your fingers look great! |
rogue's steel ring of the mountain (+11%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +11% physical defense ------ Defense +6 (+4 eff.) Resistance +11% physical Rings make your fingers look great! |
Silugakira the Windquencher (20-29 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Disrupt Weapon Damage 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +4 darkness On Hit: * 30% chance to slow global speed by 41% While equipped: offense ------ Damage +3% darkness On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +6% acid +6% cold +9% blight Massive two-handed battleaxes. |
Ce'Nidheta the iron greatsword (17-27 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Nature Weapon Damage 17.0 - 27.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Ignore Shields +10% On-hit +9 nature While equipped: offense ------ Physical Power +10 (+3 eff.) defense ------ Unlife -40.00 life Pinning Resist +20% other ------- Stamina/turn +3.00 Massive two-handed swords. |
Colaryem (48-77 power, 12 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 56% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
balanced iron greatsword of vileness (18-29 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 18.0 - 28.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +7 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 19 While equipped: offense ------ Accuracy +9 (+5 eff.) defense ------ Defense +9 (+6 eff.) Disarm Resist +34% Massive two-handed swords. |
balanced steel longsword (14-20 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Master Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+4 eff.) Disarm Resist +24% Sharp, long, and deadly. |
shimmering ash magestaff of might (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +6 (+3 eff.) Damage +15% lightning other ------- Mana/turn +0.16 Max mana +48.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Normal] Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
steel waraxe (12-17 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Normal] Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
grounding rough leather belt1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +6% temporal A belt that goes around your waist. |
grounding rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +7% lightning +5% temporal Life Regen +1.00 Healmod +10% A belt that goes around your waist. |
insulating pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Resistance +5% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
radiant rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 5 light Damage +3% light defense ------ Armor +1 Resistance +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
impenetrable iron mail armour of resilience (2 def, 11 armour)14.0 Encumbrance T1 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +11 Defense +2 (+2 eff.) Fatigue +12% Life +20.00 A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Normal] While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Normal] While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Normal] While equipped: defense ------ Armor +4 Defense +6 (+4 eff.) Fatigue +7% A suit of armour made of leather. |
Shinerace the voratun plate armour (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training Str 60 [Random Unique] Arcane While equipped: Stats +2 Wil +2 Cun +10 Con offense ------ On-Hit 19 acid 9 fire Ignore resists +15% light When Hit 11 acid 9 fire defense ------ Armor +16 Fatigue +32% Resistance +20% acid -12% light +27% fire +7% arcane +8% darkness Physical save +7 (+4 eff.) Spell save +25 (+10 eff.) Mind save +7 (+3 eff.) other ------- Light +3 A suit of armour made of metal plates. |
Daimorain (0 def, 4 armour, 17-20 power, 37 block)7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 17.0 - 20.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +37 On-Hit, radius 1 +11 fire On-crit, radius 2 +4 acid On Hit: * 10% chance to reduce armor by 29% While equipped: offense ------ On-Hit 6 fire Damage +12% acid When Hit 2 acid 1 fire defense ------ Armor +4 Fatigue +8% Resistance +34% fire other ------- Talents +1 Block Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 25-35 power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 25.0 - 35.0 Physical Uses 150% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+6 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
5 agate0.0 Encumbrance 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance 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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
12 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator
Killed 1000 creatures.By Nhara the Ogre Sun Paladin level 17
60th Haze 122nd year of Ascendancy at 05:52 see stats
Level 10
Got a character to level 10.By Nhara the Ogre Sun Paladin level 10
1st Summertide 122nd year of Ascendancy at 23:17 see stats
That was close
Killed your target while having only 1 life left.By Nhara the Ogre Sun Paladin level 16
57th Haze 122nd year of Ascendancy at 23:21 see stats
The Arena
Unlocked Arena mode.By Nhara the Ogre Sun Paladin level 13
6th Dusk 122nd year of Ascendancy at 04:10 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Nhara the Ogre Sun Paladin level 18
61st Haze 122nd year of Ascendancy at 03:39 see stats
The secret city
Discovered the truth about mages.By Nhara the Ogre Sun Paladin level 13
55th Dusk 122nd year of Ascendancy at 10:23 see stats
Unstoppable
Returned from the dead.By Nhara the Ogre Sun Paladin level 18
61st Haze 122nd year of Ascendancy at 03:39 see stats
Log
Ghast misses Nhara.
Grave wight casts Mind Disruption.
Forest wight casts Mind Disruption.
Forest wight misses Nhara.
Ghoulking performs a diseased attack against Nhara.
Ghoulking misses Nhara.
Velann the forest wight casts Flame.
Barrow wight's glacial vapour area effect hits Ghoulking for 36 cold damage.
Barrow wight's glacial vapour area effect hits Forest wight for 7 cold damage.
Barrow wight's glacial vapour area effect hits Ghast for 36 cold damage.
Barrow wight's glacial vapour area effect hits Ghoul for 36 cold damage.
Barrow wight's glacial vapour area effect hits Nhara for 34 cold damage.
Barrow wight's glacial vapour area effect hits Barrow wight for 7 cold damage.
Barrow wight's glacial vapour area effect hits Velann the forest wight for 11 cold damage.
Skeleton archer's Shoot hits Nhara for (63 blocked), 0 physical, (12 blocked), 0 acid (0 total damage).
Grave wight's glacial vapour area effect hits Ghoulking for 28 cold damage.
Grave wight's glacial vapour area effect hits Forest wight for 6 cold damage.
Grave wight's glacial vapour area effect hits Ghast for 28 cold damage.
Grave wight's glacial vapour area effect hits Velann the forest wight for 8 cold damage.
Grave wight's glacial vapour area effect hits Ghoul for 28 cold damage.
Grave wight's glacial vapour area effect hits Nhara for 26 cold damage.
Nhara casts Wave of Power.
Nhara misses Velann the forest wight.
Velann the forest wight's Flame hits Nhara for 54 fire damage.
Forest wight casts Glacial Vapour.
Skeleton archer shoots!
Talent Shield Pummel is ready to use.
Burning from Velann the forest wight hits Nhara for 27 fire damage.
Nhara the level 18 ogre sun paladin was combusted to death by Velann the forest wight on level 1 of Cavern beneath tombstones.
























































































