













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Wyrmic |
Level / Exp | 50 / 2950% |
Size | small |
Lifes / Deaths | Killed by Belath the elven corruptor at level 24 on the 68th Regrowth 123rd year of Ascendancy at 04:25 0 / 9Killed by Islyyada the slaver at level 30 on the 26th Dusk 123rd year of Ascendancy at 13:51 Killed by Atamathon the Giant Golem at level 50 on the 23rd Regrowth 125th year of Ascendancy at 07:51 Killed by Atamathon the Giant Golem at level 50 on the 23rd Regrowth 125th year of Ascendancy at 09:10 Killed by Atamathon the Giant Golem at level 50 on the 23rd Regrowth 125th year of Ascendancy at 15:06 Killed by Atamathon the Giant Golem at level 50 on the 23rd Regrowth 125th year of Ascendancy at 17:43 Killed by Atamathon the Giant Golem at level 50 on the 23rd Regrowth 125th year of Ascendancy at 20:48 Killed by Atamathon the Giant Golem at level 50 on the 23rd Regrowth 125th year of Ascendancy at 22:01 Killed by Atamathon the Giant Golem at level 50 on the 23rd Regrowth 125th year of Ascendancy at 22:25 |
Antimagic | Follower |
Primary Stats
Strength | 104 (base 60) |
Dexterity | 61 (base 15) |
Constitution | 76 (base 39) |
Magic | 29 (base 8) |
Willpower | 139.21780805997 (base 60) |
Cunning | 122.47853870665 (base 60) |
Resources
Life | -357/1774 |
Equilibrium | 28 |
Steam | 100/100 |
Healing Factor | 1.6524390243902 |
Regeneration | 248.14676829268 |
Speed
Mental | +12.02863780958% |
Attack | +12.02863780958% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +120% |
Vision
Sight | 13 |
Lite | 18 |
Infravision | 11.901847946486 |
See Stealth | 35 |
See Invisible | 25 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 205 |
Accuracy | 77 |
Crit Chance | 62% |
APR | 108 |
Speed | 0.89 |
Offense: Offhand
Damage | 182 |
Accuracy | 77 |
Crit Chance | 62% |
APR | 108 |
Speed | 0.89 |
Offense: Spell
Spellpower | 15.5 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 87 |
Crit Chance | 72% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Acid | +21% |
Arcane | +27% |
Cold | +21% |
All | +9% |
Mind | +34% |
Darkness | +38% |
Light | +35% |
Temporal | +27% |
Physical | +31% |
Lightning | +30% |
Fire | +31% |
Nature | +49% |
Offense: Damage Penetration
Lightning | +76% |
Acid | +51% |
Darkness | +62% |
Cold | +51% |
Mind | +37% |
Physical | +61% |
Fire | +51% |
All | +27% |
Defense: Base
Armour (hardiness) | 74.554930920982 (66.666666666667%) |
Defense | 51 |
Ranged Defense | 54 |
Fatigue | 11 |
Physical Save | 81 |
Spell Save | 69 |
Mental Save | 76 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 49%( 70%) |
Arcane | + 38%( 70%) |
Cold | + 70%( 70%) |
All | + 22%( 70%) |
Mind | + 55%( 70%) |
Lightning | + 70%( 70%) |
Light | + 56%( 70%) |
Temporal | + 34%( 70%) |
Physical | + 60%( 70%) |
Darkness | + 69%( 70%) |
Fire | + 70%( 70%) |
Nature | + 68%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 60% |
Teleport Resistance | 100% |
Blind Resistance | 99% |
Silence Resistance | 15% |
Disarm Resistance | 100% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 178% efficiency and cooldown mod of 54%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 761 life over 5 turns. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 130% efficiency and cooldown mod of 53%. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 857 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 4/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Psiblades |
talent | Icy Skin |
beneficial effect | The target is recovering 34 life each turn. Recovery |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 149.92 life per turn. Regeneration |
beneficial effect | All damage you do also trigget a manaburn for 15% of the damage done. Mana Clash |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 25 defense. Evasion |
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 |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You failed to protect the injured seer from death by Cyrevena the giant black ant. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 1 of Daikara. Escort: lost anorithil (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by shadow. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | 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 |
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 Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +15% mind On Hit (Melee): * Slows global speed by 39% * 26 arcane resource burn * 39% chance to blind ----- def ----- Armour +5 Fatigue -5% Resists +6% acid +9% light +9% nature +12% mind +6% darkness Phys.save +27 (+5 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Max.enc +50 Light +2 A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 shot ammo [Random Unique] Master/Psionic Power 134% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +11.5% Capacity 20 Ranged+ +20 physical +8 mind +8 arcane On Hit.r1 +4 mind On Crit.r2 +4 arcane On Hit: * 10% chance to knock the target back On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Phys.crit +4.0% Crit.mult +18.00% Phys.pwr +9 (+2 eff.) Dmg.mod +18% arcane +20% light Res.pen +27% all Apr +25 Melee Ret 8 fire ----- def ----- Resists +5% arcane +6% fire ---------- misc Light +13 See.Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +2 Dex +5 Wil +5 Cun dps ---------- Phys.pwr +2 (+0 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Armour +5 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue +5% Resists +4% physical +20% light +19% darkness Phys.save +12 (+2 eff.) ---------- misc Infravis +9 Sight +3 See.Stealth +25 See.Invis +25 Blind-Fight: No penalty when attacking invisible/stealthed A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T5 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Disarm- +100% ---------- misc Light +1 Talents +5 Iron Grip Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 237.49 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. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 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. Mental Shielding: (Instant) Level 2.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd 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. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Dex +10 Wil +3 Cun +10 Con dps ---------- Crit.mult +25.00% Spell.pwr +6 (+2 eff.) ----- def ----- Phys.save +25 (+5 eff.) Spell.save +25 (+7 eff.) Mind.save +19 (+5 eff.) ---------- misc Equi/ret +0.08 Max.mana +80.00 Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 127% Range: 1.1x Uses 112% Wil, 37% Cun Dmg Dreamforge Mastery Psiblades Acc uses Wil Apr +76 Crit +5.0% Atk.spd 100% On Hit: * flashes light on your target dealing 107 damage While equipped: Stats +7 Cun +11 Wil dps ---------- Mind.crit +8% Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Mind.pwr +30 (+6 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+3 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.6 Pwr.cost 24 out of 2/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 60.69 mind damage, 59.29 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 5.46 mind and 5.33 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Wil +5 Con ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 115% Range: 1.1x Uses 93% Wil, 56% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +76 Crit +5.0% Atk.spd 100% On Hit.r1 +20 darkness On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * flashes light on your target dealing 111 damage While equipped: dps ---------- Mind.crit +5% Crit.mult +15.00% Mind.pwr +19 (+3 eff.) Dmg.mod +29% darkness +18% temporal Res.pen +35% darkness Melee Ret 20 darkness On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) * 39% chance to inflict 15% damage reduction ----- def ----- Resists +20% darkness +6% arcane Blind- +23% ---------- misc Masteries +0.20 Cursed/Darkness 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 | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +8 Cun +7 Dex dps ---------- Dmg.mod +9% lightning Res.pen +25% lightning ----- def ----- Armour +10 Defense +15 (+5 eff.) Resists +18% acid +10% fire +10% cold +52% lightning Phys.save +45 (+9 eff.) Spell.save +25 (+7 eff.) Mind.save +28 (+6 eff.) Silence- +15% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor [Unique] Nature While equipped: Stats +16 Str +10 Dex +10 Mag +16 Wil +14 Cun +10 Con +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% acid +20% fire HP.reg +0.00 Blind- +50% Poison- +0% Disease- +0% Cut- +0% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Corrosive Breath -3 Fire Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 0 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 256% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 21.7 steam per turn. Can be activated for an instant burst of 109 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 347 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind +24% darkness Res.pen +25% mind Melee Ret 8 darkness ---------- misc Masteries +0.40 Wild-gift/Sand drake aspect Amulets can have magical properties. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Crit.chn- 0% ---------- misc Masteries +0.00(-) Technique/Battle tactics Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +9 Wil +2 Cun +36 Lck dps ---------- Mind.pwr +12 (+2 eff.) Dmg.mod +12% nature Acc +33 (+9 eff.) Melee Ret 8 light On Hit (Melee): * 30% chance to blind ----- def ----- Defense +28 (+9 eff.) Resists +9% nature Mind.save +11 (+3 eff.) Unseen.red 36% Confus- +25% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Phys.spd +10% Dmg.mod +10% physical Res.pen +5% fire ----- def ----- Resists +3% temporal +30% cold +30% fire Phys.save +23 (+5 eff.) Spell.save +25 (+7 eff.) Mind.save +25 (+6 eff.) Die.at -40.00 life Blind- +39% Silence- +35% Knockbk- +20% ---------- misc Infravis +10 Sight +2 See.Invis +15 Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 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. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Cun +10 Dex dps ---------- Dmg.mod +17% acid +3% mind Res.pen +10% mind +10% fire Acc +8 (+3 eff.) Melee Ret 8 fire ----- def ----- Resists +34% acid +21% fire Max.HP +32.00 Disarm- +35% Pinning- +42% Knockbk- +32% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Res.pen +20% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +15% lightning +6% darkness +6% nature +6% acid Max.HP +24.00 Disarm- +24% Pinning- +29% Knockbk- +27% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex +20 Cun +2 Con dps ---------- Phys.pwr +19 (+4 eff.) Spell.pwr +20 (+4 eff.) Mind.pwr +20 (+4 eff.) Dmg.mod +18% lightning +8% all Acc +21 (+6 eff.) Apr +2 ----- def ----- Defense +20 (+6 eff.) Resists +36% lightning +6% cold +12% blight Spell.save +9 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) Max.HP +22.00 Disarm- +26% Pinning- +20% Knockbk- +32% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +8 Cun +10 Wil dps ---------- Mind.pwr +12 (+2 eff.) Dmg.mod +19% nature +19% cold ----- def ----- Resists +38% cold +38% nature +2% physical Confus- +25% Knockbk- +5% ---------- misc Hate/m.crit +4.00 Rings can have magical properties. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Steamtech Power 137% Range: 1.6x Uses 120% Str Dmg Phys.bleed Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Recurse +3 Rcrse.rdc -67% While equipped: Stats +7 Str +7 Dex +7 Cun ---------- misc Masteries +0.20 Technique/Two-handed assault A brutal weapon of countless blades. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This natural mindstar calls for a summoner. This mindstar projects psionic energy if enough is absorbed. Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Wil +2 Mag dps ---------- Mind.crit +5% Crit.mult +0.00% Mind.pwr +10 (+2 eff.) Dmg.mod +14% acid +15% physical +34% cold +40% fire +25% lightning Res.pen +10% acid +8% physical +10% blight +8% fire +15% arcane +10% cold ----- def ----- Phys.save +9 (+2 eff.) Spell.save +9 (+3 eff.) ---------- misc Max.mana +60.00 Cooldown Charged Aura +0(-) Thermal Aura +0(-) Frenzied Focus +0(-) Brain Storm +0(-) Pyrokinesis +0(-) Kinetic Aura +0(-) Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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 mindstar 1H weapon [Random Unique] Nature/Psionic The natural wyrm seeks an element. Power 116% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +17.0% Atk.spd 100% On Crit.r2 +4 nature On Hit: * Slows global speed by 12% * 19% chance to corrode armour by 30% While equipped: Stats +3 Mag +3 Wil dps ---------- Mind.crit +5% Spell.pwr +12 (+3 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +6% arcane Res.pen +10% nature Melee Ret 9 lightning 10 physical 9 cold 9 fire 10 acid ----- def ----- Resists +9% lightning +8% physical +10% acid +10% fire +6% arcane +10% cold Spell.save +3 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.psi +50.00 Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 124% Range: 1.1x Uses 60% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd 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 110.55 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. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature The natural wyrm seeks an element. Power 113% Range: 1.1x Uses 40% Wil, 10% Cun, 20% Str Dmg Physical Mastery Psiblades Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 18% acid 18% cold 18% lightning 18% fire While equipped: dps ---------- Phys.crit +4.0% Mind.crit +4% Crit.mult +0.00% Phys.pwr +8 (+1 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +8% lightning +8% physical +8% cold +8% acid +8% fire ----- def ----- Resists +8% acid +8% physical +8% cold +8% lightning +8% fire ---------- misc Masteries +0.10 Wild-gift/Venom drake aspect +0.10 Wild-gift/Cold drake aspect +0.10 Wild-gift/Fire drake aspect +0.10 Wild-gift/Storm drake aspect +0.10 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Lightning Breath: Level 5.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe lightning in a frontal cone of radius 9. Any target caught in the area will take 167.49 to 502.48 lightning damage, and have a 51% chance to be dazed for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic This mindstar will resonate with other psionic mindstars. Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +12 fire On Hit.r1 +4 fire On Hit: * 22 arcane resource burn On Crit: * burns latent spell energy While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Crit.mult +20.00% Mind.pwr +22 (+4 eff.) Dmg.mod +10% arcane +8% mind Res.pen +10% mind +15% fire Melee Ret 8 light ----- def ----- Resists +5% arcane +3% fire +6% nature +10% mind Dmg.Resnn +24% Spell.save +10 (+3 eff.) ---------- misc Psi/ret +2.50 Cooldown Charged Aura +0(-) Thermal Aura +0(-) Frenzied Focus +0(-) Brain Storm +0(-) Pyrokinesis +0(-) Kinetic Aura +0(-) 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 mindstar 1H weapon [Ego++] Nature/Psionic This psionic mindstar is wrathful to the hated. This natural frost should be returned to the wyrm. Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +14% Mind.pwr +10 (+2 eff.) Dmg.mod +9% cold Res.pen +15% cold Melee Ret 15 ice ----- def ----- Armour +9 Resists +20% cold ---------- misc Hate/m.crit +4.00 Psi/m.crit +4.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 7.0 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 172% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Wil +10 Mag dps ---------- Spell.crit +15% Spell.pwr +48 (+10 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." |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +6 Dex dps ---------- Phys.crit +20.0% Mind.crit +15% Crit.mult +15.00% Phys.pwr +6 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +9% mind Res.pen +15% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% acid +12% cold Phys.save +21 (+4 eff.) Mind.save +9 (+2 eff.) Blind- +15% A belt that goes around your waist. |
![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Phys.save +0 (+0 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Pinning- +0% Stun/Frz- +40% Knockbk- +0% Teleport- +0% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +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. |
![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +4 Con dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Apr +10 ----- def ----- Armour +21 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +5% Resists +13% acid +12% fire +11% cold +12% lightning Phys.save +9 (+2 eff.) HP.reg +0.40 Heal.mod +15% Pinning- +0% Knockbk- +0% Teleport- +0% A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 1.5 T4 hands armor [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% Disarm- +0% ---------- misc Max.hate +20.00 Frost Grab: Level 4.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 34.00 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+6 eff.) Apr +15 ----- def ----- Defense +10 (+3 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +10 Cun +10 Con dps ---------- Dmg.mod +9% blight Res.pen +15% acid Acc +12 (+4 eff.) Melee Ret 12 acid 4 blight On Hit (Melee): * 20% chance to disease On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+4 eff.) Fatigue +5% Resists +13% acid +14% fire +15% cold +15% lightning Mind.save +0 (+0 eff.) Silence- +0% ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Blind-Fight: No penalty when attacking invisible/stealthed A cap made of leather. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 17.0 T4 massive armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Melee Ret 4 temporal ----- def ----- Armour +26 Defense +7 (+2 eff.) Fatigue +26% HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% ---------- misc Light +2 Telepathy Demon/Minor Demon/Major All A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Unique] Master While equipped: Stats +9 Wil ----- def ----- Armour +30 Defense +15 (+5 eff.) Fatigue +26% Resists +25% acid +25% darkness +25% blight +25% fire +10% arcane Phys.save +15 (+3 eff.) Spell.save +25 (+7 eff.) Mind.save +25 (+6 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% Stun/Frz- +30% Knockbk- +30% ---------- misc Max.stam +60.00 Light +1 Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
![]() 17.0 T4 massive armor [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+9 eff.) HP.reg +0.00 Poison- +0% Disease- +0% Cut- +0% Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +3 Str +6 Dex dps ---------- Crit.mult +20.00% Phys.pwr +18 (+3 eff.) Mov.spd +10% Dmg.mod +6% fire Res.pen +33% blight Apr +7 Melee Ret 16 nature ----- def ----- Resists +6% blight Max.HP +40.00 ---------- misc Max.stam +28.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +7 Str +2 Dex dps ---------- Dmg.mod +14% mind +12% fire Apr +6 Melee Ret 8 physical ----- def ----- Fatigue -7% Phys.save +30 (+6 eff.) Mind.save +8 (+2 eff.) Max.HP +33.00 ---------- misc Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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 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: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Unique] Nature/Disrupt While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +0% light ----- def ----- Resists +20% blight Res.Cap +10% blight Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +4 See.Stealth +0 Masteries +0.20 Wild-gift/Call of the wild +0.10 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
![]() 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 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 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. |
Plumpkin =wat= Plumpkin =wat=15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life 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 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 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 470.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 29] amazing fiery salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 53% cooldown modifier. Remove 3 magical effects and grants a fiery aura (29% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 29] amazing frost salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 53% cooldown modifier. Remove 3 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing water salve [power 29] amazing water salve [power 29]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 130% efficiency and 53% cooldown modifier. Remove 3 mental effects and grants a water aura (29% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +7 Dex +2 Cun +5 Con ---------- misc Infravis +3 See.Invis +9 Talents +2 Telekinetic Blast Fire a blast of psionic energies in a range 11 beam dealing 81.20 to 162.41 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% arcane Melee Ret 12 light On Hit (Melee): * 30% chance to blind ---------- misc Wards +2 acid +1 nature +2 light Talents +2 Rushing Claws +1 Ward +2 Lay Web Cooldown Lay Web -1 Rushing Claws -1 Heal a target within range 11 (based on Willpower) for 132 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Ego+] Nature While equipped: ---------- misc Talents +3 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 86 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 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. |
![]() 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 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 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 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. |
![]() 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. |
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 "Wyrmic Is Bad" the Halfling Wyrmic level 38
79th Haze 123rd year of Ascendancy at 12:22 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 22
49th Regrowth 123rd year of Ascendancy at 23:11 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 38
77th Haze 123rd year of Ascendancy at 18:10 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 22
30th Regrowth 123rd year of Ascendancy at 22:11 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 42
3rd Allure 124th year of Ascendancy at 16:15 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
12nd Regrowth 125th year of Ascendancy at 02:37 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
30th Dusk 124th year of Ascendancy at 23:10 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 41
2nd Wintertide 124th year of Ascendancy at 00:19 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 30
26th Dusk 123rd year of Ascendancy at 06:23 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 28
1st Summertide 123rd year of Ascendancy at 02:25 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
37th Dusk 124th year of Ascendancy at 14:44 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 9
14th Haze 122nd year of Ascendancy at 00:02 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
44th Haze 124th year of Ascendancy at 05:04 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 43
2nd Regrowth 124th year of Ascendancy at 21:00 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 40
8th Decay 123rd year of Ascendancy at 11:45 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 33
37th Haze 123rd year of Ascendancy at 08:18 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
4th Regrowth 125th year of Ascendancy at 09:52 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 21
5th Allure 123rd year of Ascendancy at 22:30 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 33
35th Haze 123rd year of Ascendancy at 11:56 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
45th Dusk 124th year of Ascendancy at 10:46 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
4th Allure 125th year of Ascendancy at 00:04 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 44
2nd Regrowth 124th year of Ascendancy at 22:12 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
32nd Haze 124th year of Ascendancy at 19:29 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 22
49th Regrowth 123rd year of Ascendancy at 22:22 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 26
15th Pyre 123rd year of Ascendancy at 12:47 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
12nd Regrowth 125th year of Ascendancy at 04:04 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 10
20th Haze 122nd year of Ascendancy at 09:59 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 20
74th Haze 122nd year of Ascendancy at 19:07 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 30
14th Dusk 123rd year of Ascendancy at 10:52 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 40
6th Decay 123rd year of Ascendancy at 17:30 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
25th Dusk 124th year of Ascendancy at 20:38 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
72nd Haze 124th year of Ascendancy at 20:25 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
7th Allure 125th year of Ascendancy at 08:16 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
65th Dusk 124th year of Ascendancy at 18:41 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 27
39th Pyre 123rd year of Ascendancy at 14:01 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 48
55th Pyre 124th year of Ascendancy at 01:53 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 39
6th Decay 123rd year of Ascendancy at 10:14 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 26
15th Pyre 123rd year of Ascendancy at 12:15 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 40
8th Decay 123rd year of Ascendancy at 12:53 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
4th Regrowth 125th year of Ascendancy at 09:49 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 27
1st Summertide 123rd year of Ascendancy at 02:05 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 9
69th Dusk 122nd year of Ascendancy at 08:55 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
46th Haze 124th year of Ascendancy at 05:22 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 32
35th Haze 123rd year of Ascendancy at 09:44 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 47
38th Pyre 124th year of Ascendancy at 18:10 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 9
76th Dusk 122nd year of Ascendancy at 23:16 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 45
41st Regrowth 124th year of Ascendancy at 17:46 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 25
15th Pyre 123rd year of Ascendancy at 05:06 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 14
33rd Haze 122nd year of Ascendancy at 08:49 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 50
23rd Regrowth 125th year of Ascendancy at 22:01 see stats
By "Wyrmic Is Bad" the Halfling Wyrmic level 37
77th Haze 123rd year of Ascendancy at 00:45 see stats
Log
Thorn Grab from "Wyrmic Is Bad" hits Atamathon the Giant Golem for 16 nature damage.
Thorn Grab from "Wyrmic Is Bad" hits Atamathon the Giant Golem for 16 nature damage.
"Wyrmic Is Bad" is no longer attuned.
Talent Thorn Grab is ready to use.
Thorn Grab from "Wyrmic Is Bad" hits Atamathon the Giant Golem for 16 nature damage.
Talent Icy Skin is ready to use.
Talent Psiblades is ready to use.
"Wyrmic Is Bad" activates Icy Skin.
Atamathon the Giant Golem says: 'PLEASE STAY STEADY AS YOU ARE ERASED FROM THE WORLD!'
Talent Dissolve is ready to use.
Talent Infusion: Regeneration is ready to use.
"Wyrmic Is Bad" uses Infusion: Regeneration.
"Wyrmic Is Bad" starts regenerating health quickly.
Rested for 6 turns (stop reason: hostile spotted to the southwest (Atamathon the Giant Golem - offscreen)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southwest (Atamathon the Giant Golem - offscreen)).
"Wyrmic Is Bad" activates Psiblades.
Talent Vitality is ready to use.
"Wyrmic Is Bad" uses Mana Clash.
"Wyrmic Is Bad"'s mind surges with critical power!
"Wyrmic Is Bad" exudes antimagic forces.
"Wyrmic Is Bad" hits Atamathon the Giant Golem for 131 arcane damage.
Atamathon the Giant Golem uses Giant Leap.
"Wyrmic Is Bad" is recovering from the damage!
"Wyrmic Is Bad" tries to evade attacks.
Saving game...