
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Female |
Race | Yeek |
Class | Oozemancer |
Level / Exp | 50 / 4168% |
Size | small |
Lifes / Deaths | Killed by Emelodhema the large brown snake at level 9 on the 2nd Summertide 122nd year of Ascendancy at 06:45 / 12Killed by Assassin Lord at level 16 on the 40th Dusk 122nd year of Ascendancy at 18:25 Killed by elven cultist at level 27 on the 14th Regrowth 123rd year of Ascendancy at 10:53 Killed by elven tempest at level 27 on the 14th Regrowth 123rd year of Ascendancy at 18:48 Killed by Porimina the mean looking elven guard at level 27 on the 15th Regrowth 123rd year of Ascendancy at 00:11 Killed by The Divine Writhing Mass at level 30 on the 40th Regrowth 123rd year of Ascendancy at 12:49 Killed by Poloseda the awoken tentacle tree at level 35 on the 58th Pyre 123rd year of Ascendancy at 05:38 Killed by Grand Corruptor at level 36 on the 60th Pyre 123rd year of Ascendancy at 21:26 Killed by Xanille the Blightborn at level 36 on the 62nd Pyre 123rd year of Ascendancy at 08:05 Killed by Beloma the fire drake at level 39 on the 77th Pyre 123rd year of Ascendancy at 21:38 Killed by Golaith the orc cryomancer at level 50 on the 28th Pyre 124th year of Ascendancy at 06:53 Killed by Exanus at level 50 on the 10th Mirth 124th year of Ascendancy at 05:10 |
Antimagic | Follower |
Primary Stats
Strength | 30 (base 13) |
Dexterity | 80 (base 46) |
Constitution | 70 (base 61) |
Magic | 29 (base 8) |
Willpower | 154.82008188637 (base 66) |
Cunning | 128.73289369914 (base 60) |
Resources
Life | 868/1269 |
Equilibrium | 76 |
Healing Factor | 1.835 |
Regeneration | 85.337576608801 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | -2 |
Infravision | 9 |
See Stealth | 74.498144054223 |
See Invisible | 74.498144054223 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc, dragon, demon/minor, demon/major |
Offense: Mainhand
Damage | 160 |
Accuracy | 59 |
Crit Chance | 48% |
APR | 122 |
Speed | 1.00 |
Offense: Offhand
Damage | 159 |
Accuracy | 59 |
Crit Chance | 48% |
APR | 124 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9.3333333333333 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 90 |
Crit Chance | 65% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Physical | +29% |
Mind | +44% |
All | +2% |
Darkness | +36% |
Temporal | +8% |
Lightning | +22% |
Fire | +8% |
Nature | +28% |
Offense: Damage Penetration
Lightning | +31% |
Acid | +82% |
Nature | +60% |
Darkness | +60% |
Mind | +36% |
Physical | +40% |
Fire | +20% |
All | +15% |
Defense: Base
Armour (hardiness) | -39.583333480576 (44.670658682635%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 82 |
Spell Save | 69 |
Mental Save | 87 |
Defense: Resistances
Acid | + 59%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 50%( 70%) |
Cold | + 37%( 70%) |
All | + 15%( 70%) |
Physical | + 18%( 70%) |
Lightning | + 57%( 70%) |
Light | + 30%( 70%) |
Temporal | + 15%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 38%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 51% |
Confusion Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 96% |
Silence Resistance | 45% |
Bleed Resistance | 76% |
Teleport Resistance | 20% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 786% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 30 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 44% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 667 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Wild-gift / Moss | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Wild-gift / Slime | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.60 |
| 3/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Acidic Soil |
talent | Acidic Skin |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 28% feedback damage from all damage done. Empathic Hex |
detrimental effect | The target is cursed, taking 80.60 darkness damage per turn and preventing natural life regeneration. Curse of Death |
beneficial effect | Acid damage increased by 9%. Corrosive Nature |
beneficial effect | You gain 36% resistance against lightning, nature and arcane. Resolve |
detrimental effect | The target is hexed, granting it 50% chance each turn to be dazed for 3 turns. Pacification Hex |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+24). Continuum Destabilization |
detrimental effect | The target is hexed. Each time it uses an ability it takes 246.60 fire damage, and talent cooldowns are increased by 103% plus 1 turn. Burning Hex |
detrimental effect | The target has been splashed with acid, taking 81.71 acid damage per turn, reducing armour by 75 and attack by 65. Acid Splash |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. | failed |
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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by orc assassin. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by Beloma the fire drake. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair) | done |
You failed to protect the lost warrior from death by lesser vampire. Escort: lost warrior (level 1 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Ematira the skeleton warrior. Escort: lost warrior (level 3 of Dreadfell) | failed |
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. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | failed |
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 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: 2434. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
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 | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -17% Effects when hit in melee: * 22% chance to reduce strength, dexterity, and constitution by 5 * 40% chance to reduce damage dealt by 37% Damage when hit (Melee): 6 nature Changes stats: +15 Lck / +6 Dex Changes resistances: +9% nature / +3% fire Changes resistances penetration: +25% nature / +5% fire Changes damage: +6% fire Stealth bonus: +15 Maximum encumbrance: +38 Physical save: +12 (+2 eff.) Stamina each turn: +0.80 Maximum life: +46.00 Movement speed: +10% A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +9 Cun Changes resistances penetration: +15% all Grants telepathy: Dragon Demon/Minor Humanoid/Orc Demon/Major Physical save: +34 (+7 eff.) Mental save: +12 (+2 eff.) Light radius: -3 Infravision radius: +9 See stealth: +25 See invisible: +25 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 24 arcane resource burn Changes stats: +7 Cun / +7 Wil Changes resistances: +15% acid / +15% fire / +20% cold / +6% nature / +19% mind Changes resistances penetration: +15% darkness Changes damage: +15% mind Physical save: +8 (+1 eff.) Spell save: +15 (+4 eff.) Mental save: +20 (+4 eff.) Maximum psi: +40.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
On hands | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects when hit in melee: * 34% chance to reduce damage dealt by 37% * 33% chance to reduce strength, dexterity, and constitution by 5 Changes resistances: +5% arcane Changes damage: +3% mind Silence immunity: +10% Disarm immunity: +10% Knockback immunity: +20% Teleport immunity: +20% It can be used to setup a psionic shield, reducing all damage taken by 141 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 45% for 2 turns. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+12 eff.) Armour penetration: +19 Physical power: +4 (+1 eff.) Defense: +33 (+9 eff.) Damage when hit (Melee): 4 cold Changes stats: +10 Dex / +18 Cun / +4 Con Changes resistances: +12% acid / +6% cold / +6% light Physical save: +18 (+3 eff.) Spell save: +18 (+4 eff.) Mental save: +17 (+3 eff.) Maximum stamina: +35.50 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 143% 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 | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Around neck | ![]() Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +9 Str / +10 Dex / +10 Wil Changes resistances: +25% blight / +4% physical / +16% nature / +12% light Changes resistances penetration: +10% physical Physical save: +25 (+5 eff.) Spell save: +25 (+6 eff.) Mental save: +21 (+4 eff.) Poison immunity: +50% Disease immunity: +46% Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 114% Wil, 38% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +78 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +19 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +34 (+7 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 98.19 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +4 Effects when hit in melee: * 49% chance to reduce damage dealt by 37% * 30% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +12 Cun / +15 Wil Changes resistances: +6% mind Damage against: +89% Summoned Reduced damage from: +66% Summoned Critical mult.: +10.00% Spell save: +3 (+1 eff.) Blindness immunity: +20% Poison immunity: +20% Stun/Freeze immunity: +21% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.3 Uses stats: 97% Wil, 58% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +80 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Damage (Melee): 13 lightning Changes stats: +5 Str / +4 Dex / +6 Mag / +6 Wil / +8 Cun / +4 Con Changes resistances: +6% blight / +9% mind / +14% lightning Changes resistances penetration: +16% lightning / +15% physical / +5% mind Changes damage: +20% lightning / +21% physical / +6% nature / +7% mind Disease immunity: +20% Psi when hit: +1.50 Maximum stamina: +20.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +25% 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 | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +4 (+1 eff.) Armour: +2 Defense: +3 (+1 eff.) Effects when hit in melee: * 21% chance to reduce damage dealt by 37% * 29% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +2 Con Changes resistances: +13% blight / +14% nature / +43% darkness Changes resistances penetration: +30% darkness Changes damage: +6% physical / +34% darkness / +6% temporal Stealth bonus: +19 Life regen: +8.00 Healing mod.: +16% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +10 Defense: +35 (+9 eff.) Changes stats: +6 Mag Changes resistances: +9% fire / +27% mind / +30% darkness Changes resistances penetration: +16% mind Changes damage: +17% mind Grants telepathy: Dragon Humanoid/Orc Physical save: +77 (+15 eff.) Spell save: +20 (+5 eff.) Mental save: +34 (+6 eff.) Psi each turn: +1.00 Maximum psi: +40.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 52 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -1091 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1297 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 245 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 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. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+9 eff.) Effects on melee hit: * 19% chance to reduce all saves and defense by 46 Damage (Melee): 34 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 46 Damage (Ranged): 35 physical Changes stats: +10 Cun Changes resistances: +40% nature / +38% cold Changes damage: +20% nature / +19% cold Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Physical save: +17 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +16 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() slime-covered voratun greatmaul of massacre (90.5-135.75 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 90.5 - 135.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 28% chance to slow global speed by 76% Massive two-handed mauls. |
![]() voratun greatmaul of torment (68.5-102.75 power, 4 apr) Requires: - Strength 48 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed mauls. |
![]() blazebringer's voratun longsword of disruption (40.5-56.7 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (radius 2) on crit: +77 fire Damage against: +30% Unnatural When wielded/worn: Changes resistances penetration: +20% fire Global speed: +10% Sharp, long, and deadly. |
![]() manaburning voratun mace of rage (46.5-65.1 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn When wielded/worn: Accuracy: +25 (+11 eff.) Changes stats: +11 Str Changes damage: +15% physical Blunt and deadly. |
![]() epiphanous living mindstar of sand (16-17.6 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 physical Changes resistances: +20% physical Changes resistances penetration: +20% physical Changes damage: +22% mind / +20% physical Psi when firing a critical mind attack: +4.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +8% 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. |
![]() surging dragonbone starstaff of might (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% temporal Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +15 (+2 eff.) Spell crit. chance: +16% Staves designed for wielders of magic, by the greats of the art. |
![]() orichalcum trident of amnesia (53.5-85.6 power, 16 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() reinforced drakeskin leather belt of resilience Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +14 (+4 eff.) Physical save: +23 (+4 eff.) Maximum life: +70.00 A belt that goes around your waist. |
![]() Threads of Fate (10 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Spell / Divination +0.10 Chronomancy / Chronomancy Physical save: +20 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+4 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +5 Defense: +25 (+7 eff.) Effects when hit in melee: * 10% chance to slow global speed by 76% * 10 arcane resource burn Changes stats: +6 Str Changes resistances: +30% fire / +30% nature / +30% cold Changes damage: +20% fire / +20% nature / +20% cold Grants telepathy: Dragon Demon/Major Demon/Minor A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() prismatic voratun mail armour of implacability (5 def, 20 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Fatigue: +2% Changes resistances: +19% light / +14% darkness Physical save: +15 (+3 eff.) A suit of armour made of mail. |
![]() rejuvenating voratun mail armour of implacability (5 def, 20 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+2 eff.) Fatigue: +4% Physical save: +15 (+3 eff.) Life regen: +7.10 Stamina each turn: +2.40 A suit of armour made of mail. |
![]() voratun plate armour 'Polidhelle' (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 5 Changes resistances: +9% arcane Changes resistances penetration: +34% mind Grants telepathy: Dragon Demon/Major Demon/Minor Spell save: +20 (+5 eff.) A suit of armour made of metal plates. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +9 (+3 eff.) Changes stats: +3 Str Critical mult.: +15.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 404.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() quick dragonbone wand of shielding [power 318] (13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 318 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
Achievements
By Exanus the Yeek Oozemancer level 40
3rd Mirth 123rd year of Ascendancy at 12:27 see stats
By Exanus the Yeek Oozemancer level 42
1st Summertide 123rd year of Ascendancy at 17:24 see stats
By Exanus the Yeek Oozemancer level 40
1st Mirth 123rd year of Ascendancy at 16:10 see stats
By Exanus the Yeek Oozemancer level 43
6th Flare 123rd year of Ascendancy at 16:55 see stats
By Exanus the Yeek Oozemancer level 48
25th Dusk 123rd year of Ascendancy at 00:11 see stats
By Exanus the Yeek Oozemancer level 50
21st Pyre 124th year of Ascendancy at 08:53 see stats
By Exanus the Yeek Oozemancer level 50
9th Regrowth 124th year of Ascendancy at 13:11 see stats
By Exanus the Yeek Oozemancer level 46
21st Dusk 123rd year of Ascendancy at 14:17 see stats
By Exanus the Yeek Oozemancer level 33
10th Pyre 123rd year of Ascendancy at 04:54 see stats
By Exanus the Yeek Oozemancer level 18
23rd Haze 122nd year of Ascendancy at 21:01 see stats
By Exanus the Yeek Oozemancer level 45
16th Dusk 123rd year of Ascendancy at 23:35 see stats
By Exanus the Yeek Oozemancer level 43
3rd Summertide 123rd year of Ascendancy at 17:59 see stats
By Exanus the Yeek Oozemancer level 42
1st Summertide 123rd year of Ascendancy at 09:56 see stats
By Exanus the Yeek Oozemancer level 47
23rd Dusk 123rd year of Ascendancy at 20:07 see stats
By Exanus the Yeek Oozemancer level 50
44th Dusk 123rd year of Ascendancy at 21:07 see stats
By Exanus the Yeek Oozemancer level 21
1st Allure 123rd year of Ascendancy at 07:58 see stats
By Exanus the Yeek Oozemancer level 43
6th Flare 123rd year of Ascendancy at 14:42 see stats
By Exanus the Yeek Oozemancer level 50
66th Pyre 124th year of Ascendancy at 17:25 see stats
By Exanus the Yeek Oozemancer level 31
47th Regrowth 123rd year of Ascendancy at 11:23 see stats
By Exanus the Yeek Oozemancer level 50
21st Pyre 124th year of Ascendancy at 17:54 see stats
By Exanus the Yeek Oozemancer level 30
40th Regrowth 123rd year of Ascendancy at 19:00 see stats
By Exanus the Yeek Oozemancer level 10
2nd Summertide 122nd year of Ascendancy at 23:33 see stats
By Exanus the Yeek Oozemancer level 20
50th Haze 122nd year of Ascendancy at 08:53 see stats
By Exanus the Yeek Oozemancer level 30
35th Regrowth 123rd year of Ascendancy at 09:59 see stats
By Exanus the Yeek Oozemancer level 40
79th Pyre 123rd year of Ascendancy at 21:31 see stats
By Exanus the Yeek Oozemancer level 50
36th Dusk 123rd year of Ascendancy at 06:03 see stats
By Exanus the Yeek Oozemancer level 33
4th Pyre 123rd year of Ascendancy at 18:19 see stats
By Exanus the Yeek Oozemancer level 42
1st Summertide 123rd year of Ascendancy at 17:24 see stats
By Exanus the Yeek Oozemancer level 50
32nd Pyre 124th year of Ascendancy at 11:58 see stats
By Exanus the Yeek Oozemancer level 50
50th Pyre 124th year of Ascendancy at 08:48 see stats
By Exanus the Yeek Oozemancer level 16
40th Dusk 122nd year of Ascendancy at 23:07 see stats
By Exanus the Yeek Oozemancer level 28
15th Regrowth 123rd year of Ascendancy at 10:27 see stats
By Exanus the Yeek Oozemancer level 25
8th Regrowth 123rd year of Ascendancy at 14:19 see stats
By Exanus the Yeek Oozemancer level 31
71st Regrowth 123rd year of Ascendancy at 09:40 see stats
By Exanus the Yeek Oozemancer level 46
18th Dusk 123rd year of Ascendancy at 07:38 see stats
By Exanus the Yeek Oozemancer level 50
10th Mirth 124th year of Ascendancy at 04:56 see stats
By Exanus the Yeek Oozemancer level 42
1st Summertide 123rd year of Ascendancy at 17:24 see stats
By Exanus the Yeek Oozemancer level 12
2nd Flare 122nd year of Ascendancy at 13:20 see stats
By Exanus the Yeek Oozemancer level 42
1st Summertide 123rd year of Ascendancy at 17:24 see stats
By Exanus the Yeek Oozemancer level 28
18th Regrowth 123rd year of Ascendancy at 01:22 see stats
By Exanus the Yeek Oozemancer level 50
10th Mirth 124th year of Ascendancy at 04:57 see stats
By Exanus the Yeek Oozemancer level 50
48th Pyre 124th year of Ascendancy at 01:32 see stats
By Exanus the Yeek Oozemancer level 50
74th Dusk 123rd year of Ascendancy at 05:31 see stats
By Exanus the Yeek Oozemancer level 42
1st Summertide 123rd year of Ascendancy at 17:24 see stats
By Exanus the Yeek Oozemancer level 30
46th Regrowth 123rd year of Ascendancy at 01:02 see stats
By Exanus the Yeek Oozemancer level 22
3rd Allure 123rd year of Ascendancy at 17:22 see stats
By Exanus the Yeek Oozemancer level 50
10th Mirth 124th year of Ascendancy at 04:57 see stats
By Exanus the Yeek Oozemancer level 39
79th Pyre 123rd year of Ascendancy at 21:31 see stats
By Exanus the Yeek Oozemancer level 42
1st Summertide 123rd year of Ascendancy at 18:46 see stats
Log
High Sun Paladin Aeryn is dazed!
High Sun Paladin Aeryn is not dazed anymore.
Acid Splash from Argoniel hits High Sun Paladin Aeryn for (7 absorbed), (7 absorbed), 0 acid (0 total damage).
High Sun Paladin Aeryn receives 98 healing from High Sun Paladin Aeryn's healing light area effect.
cold drake receives 108 healing from High Sun Paladin Aeryn's healing light area effect.
Exanus's mucus ooze receives 84 healing from High Sun Paladin Aeryn's healing light area effect.
Cold drake is dazed!
You are unable to move!
You are unable to move!
You are unable to move!
High Sun Paladin Aeryn is free from the acid.
cold drake receives 108 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 98 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn is no longer attracting creatures.
cold drake receives 108 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 98 healing from High Sun Paladin Aeryn's healing light area effect.
cold drake receives 108 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 98 healing from High Sun Paladin Aeryn's healing light area effect.
Talent Ice Breath is ready to use.
High Sun Paladin Aeryn stops regenerating health quickly.
cold drake receives 108 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 98 healing from High Sun Paladin Aeryn's healing light area effect.
Cold drake is not dazed anymore.
Cold drake collapses.
Character control switched to Exanus.
Saving game...