







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.7.3Official 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:
Embers of Rage 1.7.3Official 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:
Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.3Donators/Buyers bonus! Forbidden Cults 1.7.3Official 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 | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Wyrmic |
| Level / Exp | 12 / 83% |
| Size | medium |
| Lifes / Deaths | Killed by arcane crystal at level 5 on the 77th Pyre 122nd year of Ascendancy at 06:47 0 / 5Killed by orc corruptor at level 12 on the 9th Dusk 122nd year of Ascendancy at 19:48 Killed by Gunsnake at level 12 on the 43rd Haze 122nd year of Ascendancy at 22:30 Killed by Gunsnake at level 12 on the 43rd Haze 122nd year of Ascendancy at 23:36 Killed by Cluwa at level 12 on the 44th Haze 122nd year of Ascendancy at 00:33 |
| Antimagic | Follower |
Primary Stats
| Strength | 30 (base 26) |
| Dexterity | 16 (base 16) |
| Constitution | 14 (base 14) |
| Magic | 10 (base 10) |
| Willpower | 34 (base 29) |
| Cunning | 12 (base 10) |
Resources
| Life | 415/415 |
| Stamina | 193/193 |
| Equilibrium | 0 |
| Healing Factor | 1.1372895330003 |
| Regeneration | 7.9063827324514 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | -52.894039369254% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 32 |
| Crit Chance | 2% |
| APR | 7 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 2% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +10% |
| Nature | +6% |
Defense: Base
| Armour (hardiness) | 22.08934837382 (81.151787968034%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 27 |
| Physical Save | 15 |
| Spell Save | 23 |
| Mental Save | 16 |
Defense: Resistances
| Lightning | + 15%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 5%( 70%) |
| Blight | + 11%( 70%) |
| Nature | + 21%( 70%) |
| Acid | + 41%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
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 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved spell save by +12. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed minotaur nose. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within3 lumberjacks have died. | done |
Equipment
| Tool | woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | rogue's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% acid ----- def ----- Defense +4 (+4 eff.) Resists +20% acid Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 219 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On feet | grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +5% temporal A pair of boots made of leather. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Main armor | cleansing iron plate armour of acid resistance (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Disrupt/Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +15% acid +11% nature +11% blight A suit of armour made of metal plates. |
Inventory
wild infusion of the psychic (res 23%; mental; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
iron battleaxe (16-23 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 15.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
slime-covered iron battleaxe of massacre (24-37 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Disrupt/Master Power 24.5 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 48% Massive two-handed battleaxes. |
steel battleaxe (23-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
balanced iron greatsword of erosion (18-29 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Nature/Master Power 18.0 - 28.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +28% Massive two-handed swords. |
Gorehek the Radiancejustice4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 lightning +8 fire On Crit.r2 +8 arcane While equipped: dps ---------- Dmg.mod +15% lightning +14% fire +6% light Res.pen +9% all Acc +14 (+7 eff.) Apr +9 ---------- misc Light +3 Longbows are used to shoot arrows at your foes. |
blooming mossy mindstar of life (3-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +14.00 HP.reg +0.50 Heal.mod +10% Heal/summ +14 ---------- misc 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. |
gifted vined mindstar (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+4 eff.) ---------- misc 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. |
potent ash magestaff (17-20 power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +8 (+4 eff.) Dmg.mod +17% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff of might (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+2 eff.) Dmg.mod +10% fire ---------- misc Mana/turn +0.12 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
fungal dwarven-steel steamgun of fire4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Arcane/Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +7 fire Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Dmg.mod +8% fire ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 126 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe of crippling (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% One-handed war axes. |
nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +6% light +6% darkness A belt that goes around your waist. |
woollen robe of blight (+10%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Resists +10% blight +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots of evasion (3 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +3 (+3 eff.) Fatigue +2% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
heroic dwarven-steel gauntlets of strength (+2) (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Fatigue +3% Mind.save +5 (+4 eff.) Max.HP +45.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of spellstriking (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 5 arcane Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% Resists +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
grounding rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of might (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable steel mail armour of stability (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +12% Resists +5% physical Phys.save +13 (+9 eff.) A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +17% fire A suit of armour made of mail. |
hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Resists +19% lightning A suit of armour made of leather. |
steel plate armour of stability (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +5% physical Phys.save +11 (+8 eff.) A suit of armour made of metal plates. |
coruscating steel shield of mind resistance (+11%) (0 def, 4 armour, 12-14 power, 42 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Psionic When used to Attack: Power 11.5 - 13.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 Melee+ +10 fire While equipped: Stats +1 Str dps ---------- Melee Ret 1 fire ----- def ----- Armour +4 Fatigue +8% Resists +11% mind +13% fire ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield (0 def, 4 armour, 16-19 power, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
9 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. |
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. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Glorovea (19/19, 31-37 power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master Power 31.0 - 37.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Ranged+ +15 cold +9 fire On Crit.r2 +6 cold +5 fire On Hit: * 20% chance to slow global speed by 48% * 20 arcane resource burn Shots are used with slings to pummel your foes to death. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
ash totem of summon tentacle [power 160] (25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 320 Base Damage: 172 Armor: 2 All Resist: 10 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of summon tentacle [power 145] (25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 360 Base Damage: 145 Armor: 5 All Resist: 6 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
2 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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Cluwa the Cornac Wyrmic level 12
9th Dusk 122nd year of Ascendancy at 21:22 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Cluwa the Cornac Wyrmic level 12
44th Dusk 122nd year of Ascendancy at 14:15 see stats
Level 10
Got a character to level 10.By Cluwa the Cornac Wyrmic level 10
5th Mirth 122nd year of Ascendancy at 12:54 see stats
The Arena
Unlocked Arena mode.By Cluwa the Cornac Wyrmic level 11
2nd Dusk 122nd year of Ascendancy at 15:10 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Cluwa the Cornac Wyrmic level 12
44th Haze 122nd year of Ascendancy at 00:33 see stats
Log
Cluwa's corrosive acid area effect hits Gunsnake for (10 flat reduction), 0 acid (0 total damage).
Cluwa is not stunned anymore.
Cluwa feels pain again.
Gunsnake is knocked back!
Cluwa's Tornado hits Gunsnake for (11 flat reduction), 49 lightning, (11 flat reduction), 49 physical (97 total damage).
Gunsnake shoots!
Cluwa misses Gunsnake.
Evasive Shots fires a retaliatory shot at Cluwa!
Gunsnake's Shoot hits Cluwa for 41 physical damage.
Gunsnake's Evasive Shots hits Cluwa for 50 physical damage.
Gunsnake's Evasive Shots hits Cluwa for 49 physical damage.
Gunsnake's Shoot hits Cluwa for 38 physical damage.
Cluwa the level 12 cornac wyrmic was maimed to death by Gunsnake on level 1 of The Maze.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Gunsnake's Shoot killed Cluwa!
Saving game...
Resting starts...
Talent Prismatic Slash is ready to use.
Talent Infusion: Wild is ready to use.
Talent Corrosive Mist is ready to use.
Talent Tornado is ready to use.
Today is the 44th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Elemental Harmony is ready to use.
Rested for 32 turns (stop reason: all resources and life at maximum).
Saving done.
Personal New Achievement: Utterly Destroyed!









































































































