









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! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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! 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:
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 | Shalore |
| Class | Anorithil |
| Level / Exp | 23 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Aerutira the copperhead snake at level 17 on the 63rd Dusk 122nd year of Ascendancy at 10:13 0 / 6Killed by Layedawe the shadowblade at level 22 on the 1st Allure 123rd year of Ascendancy at 10:16 Killed by thief at level 22 on the 2nd Regrowth 123rd year of Ascendancy at 06:58 Killed by bandit at level 23 on the 2nd Regrowth 123rd year of Ascendancy at 14:55 Killed by Ivelle the bandit at level 23 on the 2nd Regrowth 123rd year of Ascendancy at 17:19 Killed by Ivelle the bandit at level 23 on the 2nd Regrowth 123rd year of Ascendancy at 19:11 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 73 (base 53) |
| Willpower | 17 (base 10) |
| Cunning | 50 (base 45) |
Resources
| Life | -253/375 |
| Positive | 63/116 |
| Negative | 16/116 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 10 |
| Crit Chance | 26% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Blight | +3% |
| Physical | +15% |
| Cold | +15% |
| Darkness | +34% |
| Light | +15% |
| Temporal | +15% |
| Lightning | +9% |
| Mind | +15% |
| Fire | +17% |
| Nature | +9% |
Offense: Damage Penetration
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 20 (60%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 7 |
| Physical Save | 23 |
| Spell Save | 25 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 26%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 13%( 70%) |
| Physical | + 8%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Bleed Resistance | 10% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| 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 228 damage for 4 turns. Its effects scale with your Cunning 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 465 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 77 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. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 476/476 damage before it crumbles. Damage Shield |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed hummerhorn wing. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Balancesweeper the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% nature +9% mind defense ------ Resistance +3% mind +6% acid Life +43.00 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. |
| On head | linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Defense +1 (+1 eff.) Resistance +15% darkness A pointy cloth hat, very wizardly... |
| Tool | ash wand of shielding 'Flarespitter' [power 170] (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% blight +6% fire +6% mind When Hit 6 mind defense ------ Resistance +12% blight +3% fire Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Lightningraptor the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% acid +9% lightning Ignore resists +5% lightning When Hit 2 fire defense ------ Resistance +28% acid +3% temporal +5% arcane Rings make your fingers look great! |
| On fingers | copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% fire defense ------ Resistance +22% fire Rings make your fingers look great! |
| Around waist | Zubowe1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +2 Resistance +3% temporal +3% fire Crit Resistance 5.00% Physical save +6 (+3 eff.) Mind save +9 (+4 eff.) Unlife -60.00 life A belt that goes around your waist. |
| In main hand | Eclipse (117% power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+4 eff.) Damage +15% light +15% physical +15% darkness +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
| On hands | rough leather gloves 'Aerinor' (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Accuracy +5 (+4 eff.) defense ------ Armor +7 Resistance +3% light Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -20.00 life Disease Resist +20% Cut Resist +10% Disarm Resist +21% Unarmed combat: Weapon Damage 95% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Perfect Control level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Robes of Deflection (0 def, 7 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+1 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion level 1 This set of robes seems to shine with metallic colors. |
| Cloak | Bifang the Murkdash (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Critical power +10.00% Damage +9% darkness defense ------ Defense +7 (+7 eff.) Resistance +3% darkness +1% physical Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Ashmire'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Critical power +10.00% Ignore Armor +2 When Hit 6 fire defense ------ Unlife -20.00 life other ------- Stamina/turn +3.00 Amulets make your neck look great! |
Inventory
wild infusion of the sneak (res 27%; physical; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+8 eff.) Spell save +15 (+8 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
insulating copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +11% fire +10% cold Amulets make your neck look great! |
stabilizing copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +10% temporal Pinning Resist +21% Knockbk Resist +20% Amulets make your neck look great! |
copper opal ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con offense ------ Accuracy +9 (+6 eff.) Ignore Armor +8 defense ------ Defense +7 (+7 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
savior's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +7 (+4 eff.) Mind save +8 (+4 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
titan's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Physical save +8 (+4 eff.) Rings make your fingers look great! |
balanced steel dagger (107% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Weapon Damage 107% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+4 eff.) defense ------ Defense +5 (+5 eff.) Disarm Resist +20% Sharp, short and deadly. |
hateful dwarven-steel dagger of massacre (132% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Master/Psionic Weapon Damage 133% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +6 darkness Damage Against +8% Living Sharp, short and deadly. |
flaming steel greatsword of crippling (122% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego+] Arcane/Master Weapon Damage 122% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +13 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Massive two-handed swords. |
ash longbow of cold4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +11 cold While equipped: offense ------ Damage +15% cold Longbows are used to shoot arrows at your foes. |
plaguebringer's steel longsword of massacre (122% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego+] Arcane/Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 blight On Hit: 20% Epidemic level 2 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 25 While equipped: defense ------ Disease Resist +12% Sharp, long, and deadly. |
nature's vined mindstar (85% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +3% nature defense ------ Resistance +3% blight Disease Resist +11% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steady hardened leather sling of acid4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +8 acid While equipped: offense ------ Physical Crit +3.0% Damage +8% acid Accuracy +7 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
Blackvile the elm starstaff (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +10% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 16% defense ------ Resistance +6% acid +2% physical +3% lightning Physical save +3 (+2 eff.) Unlife -60.00 life other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff of warding (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Armor +4 Defense +4 (+4 eff.) other ------- Wards +2 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Rootrune' (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +13.00% Spellpower +9 (+3 eff.) Damage +44% darkness +24% nature Ignore resists +10% nature other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Icesweeper1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% mind When Hit 10 cold defense ------ Resistance +3% acid +3% lightning +3% light +3% mind Spell save +3 (+2 eff.) Life +32.00 A belt that goes around your waist. |
balancing hardened leather belt of carrying1.0 Encumbrance T3 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +3 Dex offense ------ Physical Crit +5.0% Mind Crit +10% defense ------ Fatigue -6% other ------- Encumbrance +25 A belt that goes around your waist. |
cleansing rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature/Disrupt While equipped: defense ------ Resistance +6% acid +6% blight Life Regen +0.60 Healmod +10% A belt that goes around your waist. |
rough leather belt 'Sparkoozer'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Cun +2 Con offense ------ Damage +12% lightning +6% physical Ignore resists +7% physical defense ------ Resistance +6% light +12% fire A belt that goes around your waist. |
Blizzardbender (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% mind +6% cold Ignore resists +10% cold defense ------ Defense +1 (+1 eff.) Resistance +6% mind Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +6 (+6 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of implacability (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +2 Dex offense ------ Accuracy +4 (+3 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) Physical save +6 (+3 eff.) Mind save +5 (+2 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Beyroddalar' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Str offense ------ Spellpower +4 (+1 eff.) defense ------ Armor +1 Resistance +1% physical Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana-on-crit +2.00 Max mana +60.00 A pair of boots made of leather. |
Magmawar the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Physical Crit +4.0% Spell Crit +1% Damage +11% lightning +3% fire +3% physical defense ------ Defense +1 (+1 eff.) Resistance +16% lightning other ------- Max vim +20.00 A pointy cloth hat, very wizardly... |
hardened leather cap of might (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +4 (+4 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+4 eff.) Ranged Defense +8 (+8 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
marauder's hardened leather armour (13 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Master While equipped: Stats +6 Str +6 Dex defense ------ Armor +6 Defense +13 (+12 eff.) Fatigue +8% Physical save +5 (+3 eff.) A suit of armour made of leather. |
6 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. |
55 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 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. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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.(64 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. |
acidic pouch of steel shots of crippling (14/14, 120% power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego+] Arcane/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +11.5% Capacity 14 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 Shots are used with slings to pummel your foes to death. |
evasive iron torque of psionic shield [power 23] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing yew totem of thorny skin [power 36] (20 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 36 and armour hardiness by 50% Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
5 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. |
elm wand of shielding 'Earthbone' [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ When Hit 6 nature On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Resistance +3% cold Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
7 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. |
7 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. |
10 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
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Paracetomol The Twighligh the Shalore Anorithil level 19
69th Haze 122nd year of Ascendancy at 06:55 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Paracetomol The Twighligh the Shalore Anorithil level 17
5th Haze 122nd year of Ascendancy at 23:52 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Paracetomol The Twighligh the Shalore Anorithil level 20
4th Decay 122nd year of Ascendancy at 03:07 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Paracetomol The Twighligh the Shalore Anorithil level 20
2nd Decay 122nd year of Ascendancy at 20:54 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Paracetomol The Twighligh the Shalore Anorithil level 10
5th Mirth 122nd year of Ascendancy at 02:52 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Paracetomol The Twighligh the Shalore Anorithil level 20
70th Haze 122nd year of Ascendancy at 16:24 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Paracetomol The Twighligh the Shalore Anorithil level 4
77th Pyre 122nd year of Ascendancy at 08:12 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Paracetomol The Twighligh the Shalore Anorithil level 14
49th Dusk 122nd year of Ascendancy at 10:07 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Paracetomol The Twighligh the Shalore Anorithil level 12
39th Dusk 122nd year of Ascendancy at 17:55 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Paracetomol The Twighligh the Shalore Anorithil level 10
2nd Dusk 122nd year of Ascendancy at 06:59 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Paracetomol The Twighligh the Shalore Anorithil level 17
64th Dusk 122nd year of Ascendancy at 00:03 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Paracetomol The Twighligh the Shalore Anorithil level 17
63rd Dusk 122nd year of Ascendancy at 08:48 see stats
Log
The shield around Paracetomol The Twighligh crumbles.
Paracetomol The Twighligh is pinned to the ground.
Paracetomol The Twighligh reflects damage back to Ivelle the bandit!
Paracetomol The Twighligh hits Ivelle the bandit for 62 light, 67 darkness, 50 reflected, 5 reflected, 8 reflected, 5 reflected, 5 reflected, 28 reflected (230 total damage).
Ivelle the bandit's Strafe hits Paracetomol The Twighligh for (50 absorbed), 0 physical, (5 absorbed), 0 blight, (8 absorbed), 0 light, (5 absorbed), 0 cold, (5 absorbed), 0 fire, (28 absorbed), 20 nature (20 total damage).
Ivelle the bandit's Strafe hits Paracetomol The Twighligh for 57 physical, 5 cold, 4 nature, 8 light, 5 fire (78 total damage).
Paracetomol The Twighligh's light area effect hits Ivelle the bandit for 73 light damage.
Burning from Ivelle the bandit hits Paracetomol The Twighligh for 13 fire damage.
Paracetomol The Twighligh casts Moonlight Ray.
Paracetomol The Twighligh's spell attains critical power!
Paracetomol The Twighligh hits Ivelle the bandit for 297 darkness damage.
Paracetomol The Twighligh killed Ivelle the bandit!
Ivelle the bandit's Shoot performs a ranged critical strike against Paracetomol The Twighligh!
Paracetomol The Twighligh is cut deeply.
Ivelle the bandit's Shoot hits Paracetomol The Twighligh for 104 physical, 10 blight, 15 light, 9 cold, 10 fire (148 total damage).
Ivelle the bandit's Shoot hits Paracetomol The Twighligh for 181 physical, 9 cold, 8 nature, 15 light, 10 fire, 4 cold (227 total damage).
Paracetomol The Twighligh slows down.
LIFE LOST WARNING!
Deep Wound from Ivelle the bandit hits Paracetomol The Twighligh for 14 physical damage.
Burning from Ivelle the bandit hits Paracetomol The Twighligh for 34 fire damage.
Paracetomol The Twighligh casts Healing Light.
Paracetomol The Twighligh receives 92 healing.
Ivelle the bandit's Shoot performs a ranged critical strike against Paracetomol The Twighligh!
Paracetomol The Twighligh vanishes from sight.
Paracetomol The Twighligh deactivates Secrets of the Eternals.
Ivelle the bandit's Shoot hits Paracetomol The Twighligh for 187 physical damage.
Paracetomol The Twighligh the level 23 shalore anorithil was minced to death by Ivelle the bandit on level 2 of Unknown tunnels.
A shield forms around Paracetomol The Twighligh.
































































































