












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Reaver |
Level / Exp | 18 / 93% |
Size | big |
Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 5 on the 1st Flare 122nd year of Ascendancy at 20:44 0 / 6Killed by Ben Cruthdar, the Cursed at level 5 on the 2nd Flare 122nd year of Ascendancy at 00:09 Killed by Mayuriatta the bee swarm at level 14 on the 67th Dusk 122nd year of Ascendancy at 22:01 Killed by Weirdling Beast at level 16 on the 73rd Dusk 122nd year of Ascendancy at 22:43 Killed by enthralled slave at level 17 on the 47th Haze 122nd year of Ascendancy at 17:59 Killed by Saldin the shalore at level 18 on the 10th Allure 123rd year of Ascendancy at 16:23 |
Primary Stats
Strength | 41 (base 24) |
Dexterity | 14 (base 11) |
Constitution | 31 (base 28) |
Magic | 52 (base 39) |
Willpower | 25 (base 11) |
Cunning | 22 (base 10) |
Resources
Life | -4/580 |
Vim | 6/70 |
Healing Factor | 1.1567164179104 |
Regeneration | 0.75186567164176 |
Speed
Mental | -30% |
Attack | -30% |
Movement | -30% |
Spell | -30% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 23.702532784305 |
See Invisible | 25.702532784305 |
Offense: Mainhand
Damage | 30 |
Accuracy | 19 |
Crit Chance | 14% |
APR | 0 |
Speed | 1.43 |
Offense: Offhand
Damage | 18 |
Accuracy | 19 |
Crit Chance | 16% |
APR | 4 |
Speed | 1.43 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 26% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 10% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Mind | +22% |
Acid | +20% |
Light | +25% |
Darkness | +23% |
Blight | +40% |
Arcane | +13% |
Fire | +20% |
All | +10% |
Offense: Damage Penetration
Darkness | +10% |
Light | +15% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 15 |
Ranged Defense | 19 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 36 |
Mental Save | 23 |
Defense: Resistances
Acid | + 26%( 70%) |
Light | + 22%( 70%) |
Blight | + 26%( 70%) |
Physical | + 14%( 70%) |
Darkness | + 34%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 56 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 326 damage for 3 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 420 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Rot | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.40 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Blood Vengeance |
talent | Willful Tormenter |
talent | Infestation |
talent | Ruin |
talent | Overkill |
talent | Bone Shield |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | The target is recovering 22 life each turn. Recovery |
detrimental effect | The target is confused, acting randomly (chance 41%) and unable to perform complex actions. Confused |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury |
beneficial effect | The target is in a magical frenzy, improving spellpower by 8. Bloodlust |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Do not try to resist it! Ogric Wrath |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by Wrathroot. Escort: lone alchemist (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by giant venus flytrap. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 34. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed orc heart. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. 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.' * You've found the needed ice wyrm tooth. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bear paw. * '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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed skeleton mage skull. * You've found the needed electric eel tail. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +1 Dex +3 Wil +1 Con ----- def ----- Armour +1 Defense +3 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue -3% A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 arrow ammo Reqs Dex 16 [Rare] Psionic Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 15 Rld cld 6 Ranged+ +12 acid +12 mind On Crit.r2 +8 acid On Hit: * 26% chance to cause random gloom * 40% chance to corrode armour by 30% * 40% chance to blind Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +7 (+3 eff.) Dmg.mod +12% light Res.pen +15% light +10% mind Melee Ret 8 mind 8 light ----- def ----- Resists +9% light ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +3% darkness +3% arcane Res.pen +10% darkness Melee Ret 8 arcane ----- def ----- Defense +2 (+2 eff.) Resists +18% darkness A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T3 hands armor [Rare] Arcane While equipped: Stats +2 Str +3 Dex +4 Mag +3 Cun dps ---------- Melee+ 11 light Dmg.mod +3% light ----- def ----- Armour +2 Resists +7% light Crit.dmg- 5.00% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +3.00% Dmg.mod +12% mind ----- def ----- Armour +2 Fatigue -5% HP.reg +0.40 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Defense +6 (+5 eff.) Rings can have magical properties. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 4.2 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 52.16 physical damage to all targets in line, and inflicting bleeding for another 26.08 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Around waist | ![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 13/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
In off hand | ![]() 5.0 T3 staff 1H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Phasing +20% While equipped: dps ---------- Spell.crit +3% Crit.mult +12.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% blight Acc +2 (+1 eff.) ----- def ----- Armour +4 Phys.save +9 (+4 eff.) ---------- misc Stam/turn +0.40 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Ego++] Master/Psionic While equipped: Stats +5 Str +4 Cun +4 Wil ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Resists +11% darkness +7% physical Mind.save +10 (+5 eff.) ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 120 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 343 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil +2 Cun +3 Con dps ---------- Mind.crit +4% Dmg.mod +6% mind Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Fatigue -5% Resists +6% mind HP.reg +1.20 ---------- misc Light +2 Infravis +1 See.Invis +12 Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 ---------- misc Masteries +0.11 Corruption/Vim Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+6 eff.) Blind- +26% ---------- misc Infravis +4 See.Stealth +5 See.Invis +7 Rings can have magical properties. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Master/Psionic Power 12.5 - 16.3 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 mind +5 darkness +8 fire Against +5% Living On Hit: * 8% chance to cause random gloom While equipped: Stats +1 Cun +3 Wil dps ---------- Dmg.mod +6% fire Acc +5 (+2 eff.) ----- def ----- Defense +5 (+5 eff.) Resists +3% lightning Disarm- +20% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Disrupt Power 13.5 - 17.6 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 8 arcane resource burn On Crit: * burns latent spell energy Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Nature/Psionic Power 10.0 - 13.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 mind +4 temporal +5 nature On Hit: * 8% chance to cause random gloom While equipped: Stats +1 Cun +1 Wil Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Psionic Power 35.5 - 56.8 Light Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 darkness +28 light Against +16% Living On Hit: * 40% chance to blind While equipped: dps ---------- Dmg.mod +6% light On Hit (Melee): * 15% chance to blind ---------- misc Light +3 Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Master/Psionic Power 27.5 - 38.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +4 arcane On Hit: * 25% chance to put talents on cooldown On Crit: * cripple the target While equipped: Stats +2 Wil dps ---------- Phys.crit +6.0% Crit.mult +5.00% Res.pen +10% blight ---------- misc Mana/s.crit +2.00 Sharp, long, and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 25% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.20 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 20 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 80.07 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic This psionic mindstar dreams of an epiphany. Power 4.0 - 4.4 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +7% mind Phys.save +4 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Psi/turn +0.00 Equi/ret +0.80 Max.psi +17.00 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. |
![]() 3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic This natural sand should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Power 6.0 - 6.6 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun +1 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +9% physical Res.pen +8% physical Melee Ret 6 physical ----- def ----- Resists +7% physical ---------- misc Psi/turn +0.00 Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 15 of target armor and 8% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
![]() 5.0 T2 staff 1H weapon [Ego++] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +5% Crit.mult +7.00% Phys.pwr +7 (+3 eff.) Spell.pwr +18 (+5 eff.) S.pwr/crit +6 Dmg.mod +15% blight Acc +6 (+2 eff.) ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 12.11 to 14.53 blight damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+4 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 5.25 cold damage and 5.25 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +4 (+2 eff.) Res.pen +10% light ----- def ----- Spell.save +5 (+2 eff.) ---------- misc Max.hate +10.00 Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +12.00% Spell.pwr +12 (+3 eff.) Dmg.mod +7% all ----- def ----- Defense +2 (+2 eff.) ---------- misc Hate/m.crit +3.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +7% nature ----- def ----- Defense +2 (+2 eff.) Resists +5% blight Max.HP +43.00 HP.reg +1.70 Heal.mod +12% Poison- +20% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +15% light Res.pen +10% light Melee Ret 12 light ----- def ----- Armour +3 Fatigue +3% Resists +6% light +9% acid A cap made of leather. |
![]() 14.0 T1 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +3% nature Res.pen +5% light Melee Ret 10 physical ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +6% nature A suit of armour made of mail. |
![]() 9.0 T2 light armor [Rare] Arcane While equipped: Stats +4 Dex +3 Con dps ---------- Res.pen +10% mind ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Resists +6% arcane Crit.dmg- 10.00% Spell.save +13 (+5 eff.) ---------- misc See.Invis +6 Telepathy Demon/Minor Demon/Major A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+8 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 47.02 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 47.02 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Ae'el the Ogre Reaver level 17
74th Dusk 122nd year of Ascendancy at 09:14 see stats
By Ae'el the Ogre Reaver level 6
2nd Flare 122nd year of Ascendancy at 03:33 see stats
By Ae'el the Ogre Reaver level 15
70th Dusk 122nd year of Ascendancy at 07:41 see stats
By Ae'el the Ogre Reaver level 17
74th Dusk 122nd year of Ascendancy at 07:13 see stats
By Ae'el the Ogre Reaver level 10
17th Dusk 122nd year of Ascendancy at 15:34 see stats
By Ae'el the Ogre Reaver level 5
4th Mirth 122nd year of Ascendancy at 09:21 see stats
By Ae'el the Ogre Reaver level 17
74th Dusk 122nd year of Ascendancy at 09:14 see stats
By Ae'el the Ogre Reaver level 18
49th Haze 122nd year of Ascendancy at 20:44 see stats
By Ae'el the Ogre Reaver level 10
23rd Dusk 122nd year of Ascendancy at 10:26 see stats
By Ae'el the Ogre Reaver level 17
12nd Haze 122nd year of Ascendancy at 12:54 see stats
Log
Saldin the shalore resists the mind attack!
Saldin the shalore performs a melee critical strike against Ae'el!
Saldin the shalore resists the mind attack!
Ae'el is crippled.
Ae'el is pinned to the ground.
Ae'el killed Shadow!
Ae'el hits Saldin the shalore for 4 arcane, 4 light, 2 mind, 4 arcane, 4 light, 2 mind (19 total damage).
Blight Poison from Carrion worm mass hits Saldin the shalore for 15 blight damage.
Saldin the shalore hits Ae'el for (71 absorbed), 0 physical, (3 absorbed), (3 to bones), 0 cold, 55 physical (55 total damage).
Saldin the shalore receives 32 healing.
Ae'el receives 26 healing.
Carrion worm mass hits Saldin the shalore for 7 physical damage.
Ae'el is confused and fails to use Attack.
Your summoned carrion worm mass disappears.
Saldin the shalore is free from the blighted poison.
Saldin the shalore resists the mind attack!
Ae'el hits Saldin the shalore for 3 arcane, 3 light, 3 mind, 3 arcane, 3 light, 2 mind (18 total damage).
Saldin the shalore hits Ae'el for 46 physical, 7 cold, 39 physical (91 total damage).
Saldin the shalore receives 32 healing.
Ae'el receives 26 healing.
Carrion worm mass's wormblight area effect hits Shadow for 29 blight damage.
Ae'el receives 11 healing from Carrion worm mass's wormblight area effect.
Carrion worm mass's wormblight area effect hits Saldin the shalore for 29 blight damage.
You are unable to move!
You are unable to move!
You are unable to move!
Saldin the shalore performs a melee critical strike against Ae'el!
Saving game...