









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Visibly Distinct Subvaults 1.7.0Changes the appearance of the entrance to "sub-vaults" in the Orc Prides and High Peak to be different from the stairs down to the next level, to avoid confusion. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Highlight Antimagic Disruptors 1.7.0Adds game option "UI | Hilight arcane-disrupting equipment", which hilights in the equipment display any worn or wielded arcane-disrupting equipment that is causing the Antimagic Disruption effect. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.4This 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 Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 50 / 2107% |
Size | big |
Lifes / Deaths | Killed by worm that walks at level 19 on the 12nd Iron 123rd year of Ascendancy at 18:31 0 / 8Killed by shadow at level 19 on the 16th Iron 123rd year of Ascendancy at 04:58 Killed by Heavy Sentinel at level 41 on the 35th Profit 124th year of Ascendancy at 23:55 Killed by Vor, Grand Geomancer of the Pride at level 46 on the 25th Wealth 124th year of Ascendancy at 08:21 Killed by ritch flamespitter (wild summon) at level 50 on the 29th Shortage 124th year of Ascendancy at 07:49 Killed by ravaging entropic rip at level 50 on the 15th Steel 125th year of Ascendancy at 11:22 Killed by thaurhereg at level 50 on the 23rd Steel 125th year of Ascendancy at 10:35 Killed by thaurhereg at level 50 on the 23rd Steel 125th year of Ascendancy at 13:32 |
Antimagic | Follower |
Primary Stats
Strength | 93 (base 60) |
Dexterity | 35 (base 10) |
Constitution | 74 (base 60) |
Magic | 23 (base 11) |
Willpower | 111 (base 60) |
Cunning | 60 (base 35) |
Resources
Life | 2800/2800 |
Stamina | 500/500 |
Equilibrium | 10 |
Healing Factor | 2.0251680505318 |
Regeneration | 54.547581891399 |
Speed
Mental | +22.90723440879% |
Attack | +2.90723440879% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 8 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, demon/minor |
Offense: Mainhand
Damage | 226 |
Accuracy | 72 |
Crit Chance | 71% |
APR | 40 |
Speed | 0.81 |
Offense: Spell
Spellpower | 11.666666666667 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 62% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
Acid | +42% |
Blight | +42% |
Arcane | +31% |
Cold | +42% |
All | +22% |
Darkness | +42% |
Light | +34% |
Physical | +42% |
Lightning | +42% |
Fire | +42% |
Nature | +87% |
Offense: Damage Penetration
Acid | +30% |
Blight | +30% |
Physical | +30% |
Cold | +30% |
All | 0% |
Darkness | +35% |
Lightning | +30% |
Mind | +10% |
Fire | +30% |
Nature | +55% |
Defense: Base
Armour (hardiness) | 62.263412283525 (67.973570614753%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 24 |
Physical Save | 65 |
Spell Save | 68 |
Mental Save | 77 |
Defense: Resistances
Acid | + 60%( 70%) |
Blight | + 49%( 70%) |
Physical | + 47%( 70%) |
Cold | + 57%( 70%) |
All | + 25%( 70%) |
Lightning | + 54%( 70%) |
Light | + 43%( 70%) |
Temporal | + 28%( 70%) |
Mind | + 37%( 80%) |
Darkness | + 28%( 70%) |
Fire | + 59%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 40% |
Pinning Resistance | 100% |
Knockback Resistance | 70% |
Instadeath Resistance | 100% |
Blind Resistance | 60% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 263 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 766 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Icy Skin |
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 |
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. 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 |
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 and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Lizara. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | 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 lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
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 Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 1991. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. 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 Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the 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 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
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 | ![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 34% ----- def ----- Resists +9% cold Spell.save +3 (+0 eff.) Max.HP +100.00 HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Tool | ![]() 2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 159 for 5 turns Puts all charms on 25 cooldown 100% to gain a 24% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +30 (+7 eff.) Spell.pwr +27 (+3 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +15% all Melee Ret 34 darkness ----- def ----- Heal.mod +50% ---------- misc Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats +2 Str +3 Mag +4 Wil dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Resists +15% acid +3% temporal +9% light +15% blight +3% lightning Crit.chn- 15.00% Spell.save +13 (+3 eff.) Mind.save +13 (+3 eff.) Max.HP +110.00 ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Random Unique] Master Power 62.0 - 99.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +16 Dex dps ---------- Phys.crit +21.0% Crit.mult +44.00% S.pwr/crit +6 Phys.spd +20% Dmg.mod +12% light +9% arcane Phasing +20% Acc +61 (+13 eff.) Apr +21 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. This item has been sent to the Item's Vault. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+3 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 235.80 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Nature While equipped: ----- def ----- Defense +8 (+3 eff.) Resists +13% blight +14% fire +15% light +13% nature Stealth +8 HP.reg +5.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+5 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 6.1 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 501.28 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Inventory
![]() 0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 141.05 physical damage and 371.51 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 266 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 239 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd 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 7 turns. While Heroism is active, you will only die when reaching -566 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 566 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 662 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 5 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 71 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +9 Cun +4 Str dps ---------- Dmg.mod +13% light Res.pen +20% light +10% cold ----- def ----- Resists +38% light +6% cold Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +20 (+5 eff.) S.pwr/crit +6 Melee+ 19 light Ranged+ 22 light Dmg.mod +13% light Res.pen +10% physical ---------- misc Mana/s.crit +1.00 Vim/s.crit +2.00 Max.stam +20.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag +5 Wil +6 Cun dps ---------- Spell.crit +4% Spell.pwr +13 (+2 eff.) Dmg.mod +27% blight +15% fire ----- def ----- Spell.save +12 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +8 Con dps ---------- Phys.pwr +11 (+3 eff.) ----- def ----- Max.HP +49.00 HP.reg +9.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +3 Str +9 Dex +8 Cun dps ---------- Phys.pwr +30 (+7 eff.) Acc +13 (+3 eff.) Apr +3 On Hit (Melee): * 20% chance to reduce all saves and defense by 43 ----- def ----- Phys.save +12 (+3 eff.) ---------- misc Stam/turn +3.00 Rings make your fingers look great! This item has been sent to the Item's Vault. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+6 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 22.0 - 24.2 Mind Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Mag +7 Wil dps ---------- Phys.crit +2.0% Mind.crit +5% Mind.pwr +10 (+2 eff.) Melee+ 20 physical Dmg.mod +19% physical +25% mind +25% darkness Res.pen +11% mind +26% physical +12% darkness +25% arcane ----- def ----- Resists +18% physical Spell.save +9 (+2 eff.) Die.at -20.00 life ---------- misc Max.hate +8.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 40% Wil, 50% Dex, 70% Str Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Random Unique] Nature/Master/Psionic Power 67.0 - 93.8 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +35 Crit +18.0% Capacity 21 Proj.spd +400% Ranged+ +60 physical On Hit.r1 +12 light +20 darkness On Crit.r2 +20 light On Hit: * 20% chance to knock the target back 3 spaces and deal 296 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 201 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Random Unique] Nature/Disrupt/Master Power 75.5 - 105.7 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 23 Proj.spd +200% Ranged+ +8 darkness On Hit.r1 +12 lightning On Hit: * 10% chance to reduce damage dealt by 34% * 44% chance to slow global speed by 72% * 10 arcane resource burn * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 201 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 40% Wil, 70% Dex, 40% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Random Unique] Arcane Power 54.0 - 64.8 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Rld cld 2 Phasing +30% Ranged+ +4 mind +20 fire On Hit.r1 +12 fire On Hit: * 20% chance to reduce all saves and defense by 43 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +9% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 34% ----- def ----- Resists +7% lightning +7% temporal +6% darkness ---------- misc Light +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce damage dealt by 34% ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +10% Blind- +10% Poison- +10% Stun/Frz- +10% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind +10% physical Res.pen +10% nature +10% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 43 ----- def ----- Resists +9% blight Crit.chn- 5.00% Spell.save +3 (+0 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 34% ----- def ----- Defense +6 (+2 eff.) Resists +3% lightning Crit.chn- 10.00% Phys.save +6 (+2 eff.) ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Silence- +31% Confus- +27% Stun/Frz- +32% Rush: Puts all charms on 25 cooldown Level 4.5 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 17 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 4.5 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 158.78 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 acid Dmg.mod +4% acid ----- def ----- Armour +1 Resists +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Defense +2 (+1 eff.) Resists +12% physical A pointy cloth hat, very wizardly... |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature 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 +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% nature +3% mind Res.pen +10% mind Melee Ret 2 nature ----- def ----- Resists +9% mind Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego++] Disrupt/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +7 (+1 eff.) ----- def ----- Resists +3% all Spell.save +8 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 25 out of 25/25. Range 6 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 86.10 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 86.10 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Res.pen +17% physical On Melee Ret: * 28% chance to reduce strength, dexterity, and constitution by 7 * 34% chance to reduce damage dealt by 34% ----- def ----- Resists +6% acid Max.HP +28.00 ---------- misc Max.stam +20.00 Infravis +5 See.Invis +15 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Mov.spd +16% Phys.spd -12% Spell.spd -12% Mind.spd -12% Dmg.mod +15% temporal ----- def ----- Resists +12% all +15% temporal Dmg.red +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 546.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
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.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Lizara the Dwarf Wyrmic level 38
28th Gold 124th year of Ascendancy at 08:10 see stats
By Lizara the Dwarf Wyrmic level 46
27th Wealth 124th year of Ascendancy at 14:50 see stats
By Lizara the Dwarf Wyrmic level 38
34th Steel 124th year of Ascendancy at 10:29 see stats
By Lizara the Dwarf Wyrmic level 25
6th Gold 123rd year of Ascendancy at 07:47 see stats
By Lizara the Dwarf Wyrmic level 45
13rd Wealth 124th year of Ascendancy at 03:48 see stats
By Lizara the Dwarf Wyrmic level 40
24th Stralite 124th year of Ascendancy at 21:45 see stats
By Lizara the Dwarf Wyrmic level 50
11st Steel 125th year of Ascendancy at 18:48 see stats
By Lizara the Dwarf Wyrmic level 27
9th Stralite 123rd year of Ascendancy at 11:01 see stats
By Lizara the Dwarf Wyrmic level 39
7th Stralite 124th year of Ascendancy at 17:55 see stats
By Lizara the Dwarf Wyrmic level 42
43rd Profit 124th year of Ascendancy at 04:19 see stats
By Lizara the Dwarf Wyrmic level 50
23rd Steel 125th year of Ascendancy at 16:51 see stats
By Lizara the Dwarf Wyrmic level 19
15th Iron 123rd year of Ascendancy at 15:55 see stats
By Lizara the Dwarf Wyrmic level 27
25th Voratun 123rd year of Ascendancy at 12:02 see stats
By Lizara the Dwarf Wyrmic level 41
36th Profit 124th year of Ascendancy at 09:46 see stats
By Lizara the Dwarf Wyrmic level 50
7th Steel 125th year of Ascendancy at 04:01 see stats
By Lizara the Dwarf Wyrmic level 50
16th Loss 124th year of Ascendancy at 05:03 see stats
By Lizara the Dwarf Wyrmic level 23
16th Steel 123rd year of Ascendancy at 14:10 see stats
By Lizara the Dwarf Wyrmic level 25
31st Steel 123rd year of Ascendancy at 23:32 see stats
By Lizara the Dwarf Wyrmic level 31
34th Dearth 123rd year of Ascendancy at 19:18 see stats
By Lizara the Dwarf Wyrmic level 10
18th Profit 122nd year of Ascendancy at 03:39 see stats
By Lizara the Dwarf Wyrmic level 20
21st Iron 123rd year of Ascendancy at 13:55 see stats
By Lizara the Dwarf Wyrmic level 30
17th Dearth 123rd year of Ascendancy at 11:51 see stats
By Lizara the Dwarf Wyrmic level 40
7th Stralite 124th year of Ascendancy at 17:55 see stats
By Lizara the Dwarf Wyrmic level 50
22nd Dearth 124th year of Ascendancy at 16:48 see stats
By Lizara the Dwarf Wyrmic level 50
7th Iron 125th year of Ascendancy at 04:05 see stats
By Lizara the Dwarf Wyrmic level 21
14th Steel 123rd year of Ascendancy at 05:35 see stats
By Lizara the Dwarf Wyrmic level 50
23rd Steel 125th year of Ascendancy at 16:49 see stats
By Lizara the Dwarf Wyrmic level 50
20th Loss 124th year of Ascendancy at 07:39 see stats
By Lizara the Dwarf Wyrmic level 33
20th Iron 124th year of Ascendancy at 02:06 see stats
By Lizara the Dwarf Wyrmic level 31
6th Shortage 123rd year of Ascendancy at 18:17 see stats
By Lizara the Dwarf Wyrmic level 7
20th Voratun 122nd year of Ascendancy at 20:22 see stats
By Lizara the Dwarf Wyrmic level 40
20th Stralite 124th year of Ascendancy at 01:33 see stats
By Lizara the Dwarf Wyrmic level 6
18th Voratun 122nd year of Ascendancy at 13:38 see stats
By Lizara the Dwarf Wyrmic level 26
23rd Gold 123rd year of Ascendancy at 23:13 see stats
By Lizara the Dwarf Wyrmic level 8
14th Profit 122nd year of Ascendancy at 07:02 see stats
By Lizara the Dwarf Wyrmic level 49
22nd Dearth 124th year of Ascendancy at 14:46 see stats
By Lizara the Dwarf Wyrmic level 31
42nd Dearth 123rd year of Ascendancy at 11:37 see stats
By Lizara the Dwarf Wyrmic level 13
13rd Dearth 122nd year of Ascendancy at 23:52 see stats
By Lizara the Dwarf Wyrmic level 31
41st Dearth 123rd year of Ascendancy at 13:16 see stats
By Lizara the Dwarf Wyrmic level 28
11st Profit 123rd year of Ascendancy at 06:06 see stats
By Lizara the Dwarf Wyrmic level 20
23rd Iron 123rd year of Ascendancy at 10:32 see stats
By Lizara the Dwarf Wyrmic level 50
23rd Steel 125th year of Ascendancy at 13:33 see stats
By Lizara the Dwarf Wyrmic level 37
33rd Steel 124th year of Ascendancy at 09:12 see stats
Log
--------------------------------
You transfer Unlightguile the pair of dwarven-steel boots (0 def, 4 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer treant's copper ring of misery to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Yvoyalle the steel ring to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Forbidden Tome: "The Illusory Castle" to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer The Guardian's Totem to the online item's vault.
Saving done.
Saving game...
Saving done.