















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This 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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.5.5This 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 | Nightmare Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Oozemancer |
| Level / Exp | 50 / 1503% |
| Size | big |
| Lifes / Deaths | Killed by orc warrior at level 1 on the 16th Voratun 122nd year of Ascendancy at 22:20 1 / 7Killed by Gewyn the fire wyrm at level 26 on the 19th Gold 123rd year of Ascendancy at 15:49 Killed by Gewyn the fire wyrm at level 26 on the 19th Gold 123rd year of Ascendancy at 17:15 Killed by fire drake hatchling at level 26 on the 19th Gold 123rd year of Ascendancy at 19:28 Killed by Slasul at level 38 on the 26th Shortage 123rd year of Ascendancy at 21:53 Killed by orc high cryomancer at level 50 on the 34th Profit 124th year of Ascendancy at 20:20 Killed by Dat boi at level 50 on the 37th Profit 124th year of Ascendancy at 11:37 |
| Antimagic | Follower |
Primary Stats
| Strength | 81 (base 50) |
| Dexterity | 32 (base 10) |
| Constitution | 89 (base 46) |
| Magic | 24 (base 10) |
| Willpower | 95.412246967212 (base 60) |
| Cunning | 98.608164644808 (base 60) |
Resources
| Life | 1396/1457 |
| Equilibrium | 76 |
| Healing Factor | 1.9540350328359 |
| Regeneration | 4.5919823271644 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 46.332380610888 |
| See Invisible | 46.332380610888 |
| ESP Range | 3 |
| ESP Kinds | dragon, demon/minor, demon/major |
Offense: Mainhand
| Damage | 187 |
| Accuracy | 59 |
| Crit Chance | 50% |
| APR | 95 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 144 |
| Accuracy | 59 |
| Crit Chance | 49% |
| APR | 79 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Mind
| Mindpower | 84 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +31% |
| Acid | +37% |
| Light | +25% |
| Lightning | +27% |
| Mind | +37% |
| Physical | +24% |
| Fire | +23% |
| All | +7% |
Offense: Damage Penetration
| Acid | +35% |
| Light | +10% |
| Nature | +81% |
| Physical | +10% |
| Arcane | +10% |
| Mind | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 28 (35.629139072848%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 14 |
| Physical Save | 70 |
| Spell Save | 91 |
| Mental Save | 86 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 54%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 34%( 70%) |
| All | + 17%( 70%) |
| Mind | + 34%( 70%) |
| Lightning | + 67%( 70%) |
| Light | + 56%( 70%) |
| Temporal | + 34%( 70%) |
| Physical | + 23%( 70%) |
| Darkness | + 39%( 70%) |
| Fire | + 54%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 60% |
| Poison Resistance | 52% |
| Blind Resistance | 67% |
| Disarm Resistance | 83% |
| Bleed Resistance | 52% |
| Pinning Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 702 life over 5 turns. Its effects scale with your Willpower 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 293 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 19% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.40 |
| 2/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Meditation |
| talent | Acidic Skin |
| talent | Unstoppable Nature |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
| beneficial effect | Nature damage increased by 15%. Natural Acid |
| beneficial effect | You lay mucus where you walk. Mucus |
| beneficial effect | The target has been directly exposed to arcane energies and has responded by reasserting it's connection to nature, restoring 7.4 Equilibrium per turn. Natural Replenishment |
| beneficial effect | You gain 30% resistance against acid. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved talent Biofeedback (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by poison gas trap. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Cunning by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Shardskin. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1253. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Armeragund (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Dmg.mod +7% physical Melee Ret 20 acid ----- def ----- Armour +4 Fatigue +3% Resists +12% acid +15% light +12% blight ---------- misc Size +1 Heave: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 40% Wil, 50% Dex, 70% Str Acc+ +0.2% crit / acc Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
| Light source | Undeathcast the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% nature +18% light Res.pen +10% light +25% nature ----- def ----- Defense +11 (+3 eff.) Resists +12% nature Phys.save +15 (+3 eff.) Spell.save +16 (+3 eff.) Mind.save +15 (+3 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Xamina the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +25% acid +15% mind ----- def ----- Armour +5 Fatigue +5% Resists +15% nature Spell.save +10 (+2 eff.) Mind.save +30 (+6 eff.) Max.HP +102.00 Heal.mod +29% Heal/summ +40 ---------- misc Telepathy Dragon Demon/Major Demon/Minor A cap made of leather. |
| On hands | Tori's hands (0 def, 3 armour)1.5 T5 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Con dps ---------- Phys.crit +15.0% Spell.crit +20% Mind.crit +18% Crit.mult +15.00% Melee+ 13 acid 14 mind Dmg.mod +10% acid +11% mind ----- def ----- Armour +3 Resists +10% acid +6% darkness +16% mind +6% light Phys.save +30 (+7 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Disarm- +37% ---------- misc Telepathy Demon/Minor Demon/Major Juggernaut: (Instant) Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Aerobremina [power 44] (18 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Resists +12% blight Spell.save +18 (+4 eff.) Blind- +15% Disease- +20% Stun/Frz- +45% ---------- misc Wards +4 acid +3 nature +4 light Talents +1 Ward Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Ring of prosperity0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +13 (+3 eff.) Dmg.mod +20% lightning Res.pen +5% nature Acc +16 (+6 eff.) Apr +17 Melee Ret 8 lightning On Hit (Melee): * 35% chance to blind ----- def ----- Defense +17 (+5 eff.) Resists +40% lightning +3% nature +6% light +5% arcane Mind.save +15 (+3 eff.) Confus- +50% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 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 112% 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 can have magical properties. |
| On fingers | gladiator's gold ring of tenacity0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +34.00 Disarm- +31% Pinning- +28% Knockbk- +26% Rings can have magical properties. |
| Around neck | stralite amulet 'Pyrebreacher'0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +9 Dex +2 Mag +5 Wil +9 Cun +9 Con dps ---------- Mov.spd +10% Dmg.mod +6% fire Res.pen +10% arcane On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Fatigue -9% Resists +9% fire Spell.save +30 (+6 eff.) HP.reg +1.20 ---------- misc Stam/turn +1.00 Mana/s.crit +4.00 Amulets can have magical properties. |
| In main hand | Core of the Forge (24-26.4 power, 78 apr, dreamforge damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 154% Wil, 38% Cun Mastery Psiblades Acc uses Wil Apr +78 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Cun +11 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+3 eff.) Mind.pwr +30 (+6 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+4 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.6 Pwr.cost 22 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 30.03 mind damage, 26.96 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.69 mind and 2.42 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
| Around waist | hardened leather belt 'Gelaith'1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +3 Mag +3 Wil +7 Con ----- def ----- Crit.dmg- 15.00% Max.HP +36.00 A belt that goes around your waist. |
| In off hand | Getikhad (13-14.3 power, 62 apr, mind damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This natural venom should be returned to the wyrm. Power 13.0 - 14.3 Mind Uses 126% Wil, 48% Cun Mastery Psiblades Acc uses Wil Apr +62 Crit +4.5% Atk.spd 100% On Crit.r2 +8 physical While equipped: Stats +2 Dex +1 Con dps ---------- Mind.crit +4% Mind.pwr +15 (+3 eff.) Dmg.mod +20% acid Res.pen +10% acid Melee Ret 4 acid ----- def ----- Armour +2 Resists +9% acid HP.reg +0.90 ---------- misc Equi/ret +0.50 Hate/kill +3.00 Psi/kill +2.00 Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 109.74 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 18 cooldown 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. |
| Cloak | Ematira (3 def, 4 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +5% arcane +2% physical Spell.save +6 (+1 eff.) Max.HP +107.00 Disarm- +15% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +10% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+4 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. This item has been sent to the Item's Vault. |
Inventory
regeneration infusion (heal 514 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
acid wave rune (84 acid damage; disarm 5 turns with power 22)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 83.57 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 452 for 8 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 452 damage for 8 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Betybreldalle0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Str +10 Dex +11 Wil +5 Cun dps ---------- Dmg.mod +3% blight Amulets can have magical properties. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +8% physical Acc +10 (+4 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
wizard's voratun ring of sensing0.1 T5 ring jewelry [Ego] Arcane While equipped: Stats +10 Mag ----- def ----- Spell.save +20 (+4 eff.) Blind- +40% ---------- misc Infravis +6 See.Stealth +25 See.Invis +24 Rings can have magical properties. |
ethereal dragonbone magestaff of channeling (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +40 (+10 eff.) Melee+ 12% confusion Dmg.mod +30% cold Phasing +44% ----- def ----- Defense +24 (+8 eff.) ---------- misc Mana/turn +0.37 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 27 cooldown Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)5.0 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
quick voratun battleaxe (55.5-83.25 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 55.5 - 83.3 Physical Uses 40% Wil, 120% Str Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 111% While equipped: Stats +10 Dex dps ---------- Acc +21 (+8 eff.) Massive two-handed battleaxes. |
elemental voratun greatsword of shearing (60-96 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Arcane/Master Power 60.0 - 96.0 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Dmg.mod +20% physical Res.pen +24% acid +21% physical +24% cold +23% fire +24% lightning Apr +20 Massive two-handed swords. |
truestriking voratun longsword of ruin (43.5-60.9 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Master Power 43.5 - 60.9 Physical Uses 40% Wil, 100% Str Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +15.0% Crit.mult +19.00% Res.pen +15% physical Acc +15 (+6 eff.) Apr +27 Sharp, long, and deadly. |
balanced voratun mace of massacre (58-81.2 power, 6 apr)3.0 T5 mace 1H weapon [Ego] Master Power 58.0 - 81.2 Physical Uses 40% Wil, 100% Str Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +13 (+5 eff.) ----- def ----- Defense +15 (+5 eff.) Disarm- +50% Blunt and deadly. |
quick voratun waraxe of erosion (39.5-55.3 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 39.5 - 55.3 Physical Uses 40% Wil, 100% Str Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 111% Melee+ +19 nature +20 temporal While equipped: Stats +7 Dex dps ---------- Acc +15 (+6 eff.) One-handed war axes. |
icy voratun shield (12 def, 3 armour, 200 block)7.0 T5 shield armor Reqs Heavy Armour Training 2 [Ego] Nature While equipped: dps ---------- Melee+ 7 cold Melee Ret 20 ice ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% ---------- misc Talents +5 Block Handheld deflection devices. |
elven-silk robe of fire (+30%) (5 def, 0 armour)2.0 T5 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +20% fire ----- def ----- Defense +5 (+1 eff.) Resists +30% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chromatic Harness (10 def, 14 armour)14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 45 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 29.39 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
impenetrable voratun mail armour (5 def, 30 armour)14.0 T5 heavy armor [Ego] Master While equipped: ----- def ----- Armour +30 Defense +5 (+1 eff.) Fatigue +16% A suit of armour made of mail. |
enlightening voratun plate armour (9 def, 16 armour)17.0 T5 massive armor Reqs Heavy Armour Training 3 [Ego+] Psionic While equipped: Stats +9 Cun +8 Wil ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Mind.save +25 (+5 eff.) A suit of armour made of metal plates. |
spiked voratun plate armour of clarity (9 def, 16 armour)17.0 T5 massive armor Reqs Heavy Armour Training 3 [Ego] Master/Psionic While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +10% mind Mind.save +21 (+5 eff.) A suit of armour made of metal plates. |
Charbringer the drakeskin leather belt =A LOT OF SAVES=1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Res.pen +15% fire ----- def ----- Resists +15% acid +21% lightning +13% cold +5% arcane +15% fire Spell.save +30 (+6 eff.) A belt that goes around your waist. |
Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +4.0% Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +4% all Melee Ret 30 mind ----- def ----- Defense +14 (+4 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Masteries +0.20 Cursed/Gloom +0.20 Cursed/Darkness Creeping Darkness: Level 4.0 Pwr.cost 17 out of 18/18. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 28.43 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
scholar's pair of voratun boots of rushing (0 def, 5 armour)3.0 T5 feet armor [Ego+] Arcane/Master While equipped: Stats +4 Str +4 Con dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Armour +5 Fatigue +4% Rush: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of voratun boots of strife (0 def, 5 armour)3.0 T5 feet armor [Ego+] Master/Psionic While equipped: Stats +6 Con +6 Wil dps ---------- Mind.pwr +9 (+2 eff.) Res.pen +10% physical ----- def ----- Armour +5 Fatigue -6% Phys.save +14 (+3 eff.) ---------- misc Max.enc +49 Blindside: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stone warden's voratun gauntlets of war-making (0 def, 23 armour)1.5 T5 hands armor [Ego++] Arcane/Master While equipped: Stats +15 Con dps ---------- Phys.crit +20.0% Spell.crit +20% Mind.crit +15% Crit.mult +15.00% ----- def ----- Armour +23 Hardiness +12% Resists +11% physical Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather cap 'Ce'Nylaith' (0 def, 3 armour) =water=2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Mag +5 Con dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +20% mind ----- def ----- Armour +3 Fatigue +3% Resists +13% cold Crit.dmg- 15.00% ---------- misc Breathe water A cap made of leather. |
thaloren drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +10 Wil ----- def ----- Armour +5 Fatigue +5% Resists +15% blight Mind.save +15 (+3 eff.) A cap made of leather. |
insulating voratun helm of dexterity (+10) (0 def, 5 armour)3.0 T5 head armor [Ego] Master While equipped: Stats +10 Dex ----- def ----- Armour +5 Fatigue +5% Resists +13% fire +12% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 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. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
179 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 45 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 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. |
warded voratun torque of kinetic psionic shield [power 141] (18 cooldown)2.0 T5 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +3 physical +5 mind +5 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 141 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
quick dragonbone totem of cure ailments [power 4] (8 cooldown)2.0 T5 totem charm [Ego] Nature Remove up to 4 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 8 cooldown Natural totems are made by powerful wilders to store nature power. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Dat boi the Dwarf Oozemancer level 33
25th Voratun 123rd year of Ascendancy at 10:50 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Dat boi the Dwarf Oozemancer level 40
9th Iron 124th year of Ascendancy at 00:35 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Dat boi the Dwarf Oozemancer level 30
15th Stralite 123rd year of Ascendancy at 19:54 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Dat boi the Dwarf Oozemancer level 26
27th Gold 123rd year of Ascendancy at 05:24 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Dat boi the Dwarf Oozemancer level 42
2nd Steel 124th year of Ascendancy at 13:19 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Dat boi the Dwarf Oozemancer level 37
19th Shortage 123rd year of Ascendancy at 17:24 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Dat boi the Dwarf Oozemancer level 45
26th Gold 124th year of Ascendancy at 22:26 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Dat boi the Dwarf Oozemancer level 35
34th Dearth 123rd year of Ascendancy at 02:37 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Dat boi the Dwarf Oozemancer level 50
32nd Profit 124th year of Ascendancy at 15:15 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Dat boi the Dwarf Oozemancer level 43
20th Steel 124th year of Ascendancy at 12:01 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Dat boi the Dwarf Oozemancer level 13
1st Dearth 122nd year of Ascendancy at 07:17 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Dat boi the Dwarf Oozemancer level 38
26th Shortage 123rd year of Ascendancy at 23:30 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Dat boi the Dwarf Oozemancer level 34
36th Profit 123rd year of Ascendancy at 22:42 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Dat boi the Dwarf Oozemancer level 40
8th Iron 124th year of Ascendancy at 03:50 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Dat boi the Dwarf Oozemancer level 17
17th Loss 122nd year of Ascendancy at 00:45 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dat boi the Dwarf Oozemancer level 31
20th Stralite 123rd year of Ascendancy at 18:55 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Dat boi the Dwarf Oozemancer level 31
45th Stralite 123rd year of Ascendancy at 14:36 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Dat boi the Dwarf Oozemancer level 50
10th Profit 124th year of Ascendancy at 17:47 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Dat boi the Dwarf Oozemancer level 38
27th Shortage 123rd year of Ascendancy at 10:25 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Dat boi the Dwarf Oozemancer level 50
24th Voratun 124th year of Ascendancy at 23:08 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dat boi the Dwarf Oozemancer level 18
18th Loss 122nd year of Ascendancy at 12:47 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Dat boi the Dwarf Oozemancer level 47
32nd Stralite 124th year of Ascendancy at 23:08 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Dat boi the Dwarf Oozemancer level 50
22nd Voratun 124th year of Ascendancy at 23:15 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Dat boi the Dwarf Oozemancer level 10
10th Profit 122nd year of Ascendancy at 07:57 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Dat boi the Dwarf Oozemancer level 20
28th Shortage 122nd year of Ascendancy at 01:44 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Dat boi the Dwarf Oozemancer level 30
14th Stralite 123rd year of Ascendancy at 11:24 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Dat boi the Dwarf Oozemancer level 40
7th Iron 124th year of Ascendancy at 10:24 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Dat boi the Dwarf Oozemancer level 50
8th Voratun 124th year of Ascendancy at 08:44 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Dat boi the Dwarf Oozemancer level 27
3rd Stralite 123rd year of Ascendancy at 14:48 see stats
Merry wintertide! (Nightmare (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Dat boi the Dwarf Oozemancer level 43
31st Steel 124th year of Ascendancy at 06:19 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Dat boi the Dwarf Oozemancer level 50
8th Profit 124th year of Ascendancy at 20:21 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Dat boi the Dwarf Oozemancer level 12
21st Profit 122nd year of Ascendancy at 16:40 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Dat boi the Dwarf Oozemancer level 26
28th Steel 123rd year of Ascendancy at 01:50 see stats
Selfless (Nightmare (Adventure) difficulty)
Won ToME by closing the Void portal using yourself as a sacrifice.By Dat boi the Dwarf Oozemancer level 50
37th Profit 124th year of Ascendancy at 11:37 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Dat boi the Dwarf Oozemancer level 33
34th Profit 123rd year of Ascendancy at 18:56 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Dat boi the Dwarf Oozemancer level 31
45th Stralite 123rd year of Ascendancy at 14:22 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Dat boi the Dwarf Oozemancer level 34
37th Profit 123rd year of Ascendancy at 17:15 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Dat boi the Dwarf Oozemancer level 5
19th Voratun 122nd year of Ascendancy at 13:31 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Dat boi the Dwarf Oozemancer level 50
37th Profit 124th year of Ascendancy at 11:35 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Dat boi the Dwarf Oozemancer level 18
18th Loss 122nd year of Ascendancy at 13:42 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Dat boi the Dwarf Oozemancer level 7
31st Voratun 122nd year of Ascendancy at 14:33 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Dat boi the Dwarf Oozemancer level 50
8th Profit 124th year of Ascendancy at 20:32 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dat boi the Dwarf Oozemancer level 22
4th Steel 123rd year of Ascendancy at 21:51 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Dat boi the Dwarf Oozemancer level 41
27th Iron 124th year of Ascendancy at 01:23 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Dat boi the Dwarf Oozemancer level 43
28th Steel 124th year of Ascendancy at 18:16 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Dat boi the Dwarf Oozemancer level 26
28th Steel 123rd year of Ascendancy at 01:50 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Dat boi the Dwarf Oozemancer level 17
15th Loss 122nd year of Ascendancy at 22:59 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Dat boi the Dwarf Oozemancer level 29
14th Stralite 123rd year of Ascendancy at 11:24 see stats
Log
Elandar talent 'Flame' is disrupted by the mind parasite.
Dat boi uses Oozebeam.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Nightmare (Adventure) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Dat boi hits Elandar for 194 nature damage.
Dat boi killed Elandar!
Dat boi resists the punch!
Dat boi shares damage with his oozes!
Elandar's Strike hits Dat boi for 78 physical damage.
Talent Infusion: Regeneration is ready to use.
Dat boi receives 13 healing.
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Nightmare (Adventure) difficulty)!
Option unlocked: New Class: Adventurer
Option unlocked: New game difficulty mode: Insane
Saving done.
The skin of Dat boi starts dripping acid.
Dat boi stops restoring Equilibrium.
Dat boi deactivates Psiblades.
Dat boi's nature damage is no longer so potent.
Dat boi deactivates Antimagic Shield.
Dat boi deactivates Unstoppable Nature.
Dat boi is no longer attuned.
Dat boi meditates on nature.
Dat boi deactivates Mitosis.


































































































































