














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) 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:
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 Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. 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:
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: 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 | Insane Adventure |
Sex | Male |
Race | Thalore |
Class | Oozemancer |
Level / Exp | 50 / 2268% |
Size | medium |
Lifes / Deaths | Killed by Silemira the slumbering dire wolf at level 6 on the 78th Pyre 122nd year of Ascendancy at 16:02 1 / 6Killed by Bill the Stone Troll at level 18 on the 21st Regrowth 123rd year of Ascendancy at 05:41 Killed by Final Fella 1 at level 20 on the 74th Regrowth 123rd year of Ascendancy at 11:48 Killed by armoured skeleton warrior at level 22 on the 21st Pyre 123rd year of Ascendancy at 08:30 Killed by skeleton master archer at level 22 on the 21st Pyre 123rd year of Ascendancy at 09:29 Killed by Ivylrassra the corrupted dendritic hemospinner at level 31 on the 15th Dusk 123rd year of Ascendancy at 17:29 |
Antimagic | Follower |
Primary Stats
Strength | 75 (base 14) |
Dexterity | 95 (base 26) |
Constitution | 85 (base 60) |
Magic | 61 (base 12) |
Willpower | 115 (base 60) |
Cunning | 143.61382773018 (base 60) |
Resources
Life | 1557/1557 |
Mana | 0/894 |
Stamina | 467/467 |
Equilibrium | 96 |
Healing Factor | 1.4417726352503 |
Regeneration | 55.245681513509 |
Speed
Mental | +13.603556059305% |
Attack | +13.603556059305% |
Movement | 0% |
Spell | 0% |
Global | +135% |
Vision
Sight | 15 |
Lite | 5 |
Infravision | 10 |
See Stealth | 83.126417496716 |
See Invisible | 81.126417496716 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 231 |
Accuracy | 82 |
Crit Chance | 74% |
APR | 90 |
Speed | 0.88 |
Offense: Offhand
Damage | 253 |
Accuracy | 82 |
Crit Chance | 74% |
APR | 108 |
Speed | 0.88 |
Offense: Spell
Spellpower | 71 |
Crit Chance | 60% |
Speed | 1 |
Offense: Mind
Mindpower | 116 |
Crit Chance | 73% |
Speed | 0.88025413524729 |
Offense: Damage Bonus
Acid | +91% |
Blight | +29% |
Arcane | +37% |
Cold | +29% |
All | +7% |
Darkness | +29% |
Physical | +29% |
Lightning | +38% |
Mind | +22% |
Fire | +150% |
Nature | +149% |
Offense: Damage Penetration
Acid | +242% |
Blight | +67% |
Arcane | +35% |
Cold | +82% |
All | +25% |
Lightning | +72% |
Physical | +72% |
Darkness | +87% |
Fire | +57% |
Nature | +172% |
Defense: Base
Armour (hardiness) | 39 (99.687909656376%) |
Defense | 110 |
Ranged Defense | 110 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 93 |
Mental Save | 85 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 61%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 65%( 70%) |
All | + 40%( 70%) |
Darkness | + 48%( 70%) |
Physical | + 42%( 70%) |
Temporal | + 46%( 70%) |
Lightning | + 60%( 70%) |
Mind | + 59%( 70%) |
Fire | + 49%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 68% |
Confusion Resistance | 47% |
Instadeath Resistance | 100% |
Knockback Resistance | 54% |
Poison Resistance | 88% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 577 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 41% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse 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 heal for 22% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -614 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 614 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 Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 851% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Oozing blades | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (advanced) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.20 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 0/1 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Warcries | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (utility) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Superiority | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Corrosive blades | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Earthen vines | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mucus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Agility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Eyal's fury | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Reflexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (augmentation) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Adventure / Partner | 1.00 |
| 0/17 |
| 0/37 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Race / Higher | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Thalore | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 1.60 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Acrobatics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Unstoppable Nature |
talent | Acidic Skin |
talent | Mitosis |
talent | Daunting Presence |
talent | Acidic Soil |
talent | Roll With It |
talent | Stone Vines |
talent | Elemental Harmony |
talent | Apply Poison |
talent | Numbing Poison |
talent | Psiblades |
beneficial effect | You lay mucus where you walk. Mucus |
beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Emurianne the slumbering giant white mouse. Escort: lone alchemist (level 2 of Heart of the Gloom) | failed |
You failed to protect the lone alchemist from death by Veloma the armoured skeleton warrior. Escort: lone alchemist (level 4 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Heart of the Gloom. Escort: lost defiler (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+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 temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)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 |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
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. | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed honey tree root. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed storm wyrm claw. * You've found the needed electric eel tail. | active |
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 within9 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 your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +1 Str +5 Dex +3 Cun +3 Con +9 Lck dps ---------- Phys.crit +1.0% Crit.mult +15.00% Res.pen +25% acid ----- def ----- Armour +3 Resists +11% lightning +10% temporal Phys.save +15 (+4 eff.) Mind.save +16 (+3 eff.) Stealth +10 A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 arrow ammo [Rare] Nature Power 19.0 - 26.6 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 Proj.spd +100% Phasing +30% Ranged+ +8 nature On Hit: * 20% chance to reduce damage dealt by 43% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning +3% acid Res.pen +5% darkness +10% acid On Hit (Melee): * 10% chance to reduce damage dealt by 43% ----- def ----- Resists +9% darkness Mind.save +5 (+1 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +5 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 | ![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +5 Wil dps ---------- Res.pen +10% acid +15% physical ----- def ----- Armour +5 Defense +15 (+3 eff.) Fatigue +5% Resists +10% acid +13% lightning +11% blight +14% cold +19% mind +11% fire Mind.save +39 (+7 eff.) Confus- +37% A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Res.pen +25% acid On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% mind +9% acid Def/telep +15 Res/telep +15% Dur/telep +15% Sting an enemy dealing 527 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +18% arcane Res.pen +15% lightning +25% acid Melee Ret 6 arcane ----- def ----- Resists +5% arcane +15% acid HP.reg +3.00 Stun/Frz- +31% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Str +6 Wil +7 Cun +8 Con dps ---------- Phys.pwr +14 (+2 eff.) Mind.pwr +11 (+2 eff.) Dmg.mod +38% nature Res.pen +5% nature +25% cold Melee Ret 4 nature ----- def ----- Resists +34% nature Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +21% nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% blight +6% lightning Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 13.0 - 14.3 Mind Uses 144% Wil, 50% Mag, 63% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +72 Crit +4.5% Atk.spd 100% Melee+ +21 nature +21 arcane While equipped: Stats +15 Cun dps ---------- Mind.crit +4% Crit.mult +21.00% Mind.pwr +17 (+2 eff.) Dmg.mod +12% arcane +21% nature Res.pen +25% darkness +26% nature On Hit (Melee): * 21% chance to reduce damage dealt by 43% ----- def ----- Resists +6% nature ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Res.pen +25% nature Melee Ret 6 darkness 10 cold On Hit (Melee): * 20% chance to slow global speed by 85% * 20% chance to reduce damage dealt by 43% ----- def ----- Armour +15 Defense +15 (+3 eff.) Resists +24% cold Phys.save +25 (+6 eff.) A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature Power 18.0 - 19.8 Mind Uses 144% Wil, 50% Mag, 63% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +90 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Mind.crit +5% Mind.pwr +58 (+9 eff.) S.pwr/crit +10 Melee+ 6 acid Dmg.mod +17% acid Res.pen +20% acid +10% arcane +10% blight ----- def ----- Resists +14% acid HP.reg +3.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 4.2 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 56% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+1 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 311 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 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 -730 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 730 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 Dexterity 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 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 (+4 eff.) Mind.save +18 (+3 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 5.5 Pwr.cost 9 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 607.63 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. |
![]() 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. |
![]() 7.0 T5 staff 2H weapon [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 180% 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 (+12 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 166 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 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.5 - 14.9 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Melee+ 8 acid Dmg.mod +12% acid Res.pen +12% acid ----- def ----- Resists +6% acid HP.reg +4.00 ---------- misc Hate/kill +3.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 264.50 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 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. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+6 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 2.5 Pwr.cost 42 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Mind.crit +2% Mind.pwr +5 (+1 eff.) Dmg.mod +3% nature Res.pen +10% nature ----- def ----- Resists +5% acid +9% nature +6% blight Mind.save +3 (+0 eff.) A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+2 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+5 eff.) Spell.save +20 (+4 eff.) Mind.save +20 (+4 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Level 2.5 Pwr.cost 42 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +9 Con +6 Wil dps ---------- Mind.pwr +9 (+1 eff.) Dmg.mod +30% nature +24% temporal Res.pen +10% physical Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 85% ----- def ----- Armour +5 Fatigue +4% Def/telep +15 Res/telep +15% Dur/telep +15% Blindside: Puts all charms on 21 cooldown Level 4.5 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 28 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+1 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+2 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 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: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Latent Damage Type: Lightning 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 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 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 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+1 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 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 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 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 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 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 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. |
![]() 3.0 T5 digger tool [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +24% lightning +25% nature +15% arcane Res.pen +26% nature +25% temporal Melee Ret 8 lightning ----- def ----- Resists +15% nature +12% temporal Def/telep +16 Res/telep +16% Dur/telep +16% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 9 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 168 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 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con 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 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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 Final Fella 1 the Thalore Oozemancer level 39
63rd Pyre 124th year of Ascendancy at 10:10 see stats
By Final Fella 1 the Thalore Oozemancer level 50
22nd Dusk 124th year of Ascendancy at 12:24 see stats
By Final Fella 1 the Thalore Oozemancer level 38
49th Pyre 124th year of Ascendancy at 05:18 see stats
By Final Fella 1 the Thalore Oozemancer level 31
39th Dusk 123rd year of Ascendancy at 17:43 see stats
By Final Fella 1 the Thalore Oozemancer level 42
3rd Mirth 124th year of Ascendancy at 10:29 see stats
By Final Fella 1 the Thalore Oozemancer level 41
68th Pyre 124th year of Ascendancy at 17:20 see stats
By Final Fella 1 the Thalore Oozemancer level 14
63rd Haze 122nd year of Ascendancy at 13:00 see stats
By Final Fella 1 the Thalore Oozemancer level 41
69th Pyre 124th year of Ascendancy at 12:23 see stats
By Final Fella 1 the Thalore Oozemancer level 34
3rd Pyre 124th year of Ascendancy at 22:23 see stats
By Final Fella 1 the Thalore Oozemancer level 50
13rd Haze 124th year of Ascendancy at 07:44 see stats
By Final Fella 1 the Thalore Oozemancer level 22
20th Pyre 123rd year of Ascendancy at 15:19 see stats
By Final Fella 1 the Thalore Oozemancer level 33
47th Haze 123rd year of Ascendancy at 17:17 see stats
By Final Fella 1 the Thalore Oozemancer level 50
4th Haze 124th year of Ascendancy at 01:26 see stats
By Final Fella 1 the Thalore Oozemancer level 31
16th Dusk 123rd year of Ascendancy at 19:23 see stats
By Final Fella 1 the Thalore Oozemancer level 10
19th Haze 122nd year of Ascendancy at 17:58 see stats
By Final Fella 1 the Thalore Oozemancer level 20
45th Regrowth 123rd year of Ascendancy at 05:14 see stats
By Final Fella 1 the Thalore Oozemancer level 30
10th Dusk 123rd year of Ascendancy at 09:02 see stats
By Final Fella 1 the Thalore Oozemancer level 40
67th Pyre 124th year of Ascendancy at 16:30 see stats
By Final Fella 1 the Thalore Oozemancer level 50
20th Dusk 124th year of Ascendancy at 16:16 see stats
By Final Fella 1 the Thalore Oozemancer level 50
51st Dusk 124th year of Ascendancy at 00:55 see stats
By Final Fella 1 the Thalore Oozemancer level 50
13rd Haze 124th year of Ascendancy at 07:41 see stats
By Final Fella 1 the Thalore Oozemancer level 49
17th Dusk 124th year of Ascendancy at 09:31 see stats
By Final Fella 1 the Thalore Oozemancer level 32
67th Dusk 123rd year of Ascendancy at 23:38 see stats
By Final Fella 1 the Thalore Oozemancer level 37
47th Pyre 124th year of Ascendancy at 03:09 see stats
By Final Fella 1 the Thalore Oozemancer level 25
65th Pyre 123rd year of Ascendancy at 08:13 see stats
By Final Fella 1 the Thalore Oozemancer level 42
69th Pyre 124th year of Ascendancy at 16:43 see stats
By Final Fella 1 the Thalore Oozemancer level 50
13rd Haze 124th year of Ascendancy at 07:43 see stats
By Final Fella 1 the Thalore Oozemancer level 8
4th Mirth 122nd year of Ascendancy at 19:43 see stats
By Final Fella 1 the Thalore Oozemancer level 50
50th Dusk 124th year of Ascendancy at 19:27 see stats
By Final Fella 1 the Thalore Oozemancer level 34
5th Decay 123rd year of Ascendancy at 03:07 see stats
By Final Fella 1 the Thalore Oozemancer level 32
65th Dusk 123rd year of Ascendancy at 02:13 see stats
By Final Fella 1 the Thalore Oozemancer level 50
13rd Haze 124th year of Ascendancy at 07:44 see stats
By Final Fella 1 the Thalore Oozemancer level 50
11st Haze 124th year of Ascendancy at 04:23 see stats
By Final Fella 1 the Thalore Oozemancer level 22
28th Pyre 123rd year of Ascendancy at 16:24 see stats
By Final Fella 1 the Thalore Oozemancer level 18
21st Regrowth 123rd year of Ascendancy at 04:21 see stats
By Final Fella 1 the Thalore Oozemancer level 38
48th Pyre 124th year of Ascendancy at 15:06 see stats
Log
You gain 4.25 gold from the transmogrification of acidic voratun greatmaul of corruption (64-95 power, 4 apr).
You gain 6.28 gold from the transmogrification of shimmering dragonbone starstaff (30-36 power, 6 apr, light element).
You gain 16.15 gold from the transmogrification of infernal dragonbone vilestaff of wizardry (30-36 power, 6 apr, darkness element).
You gain 7.67 gold from the transmogrification of painweaver's voratun ring.
You gain 2.36 gold from the transmogrification of shielding rune (absorb 456; dur 8; cd 18).
You gain 2.70 gold from the transmogrification of ethereal rune of the sneak (power 47; resist 58%; move 74%; dur 5; cd 19).
You gain 2.12 gold from the transmogrification of blink rune (range 8; phase 22; cd 18).
You gain 0.67 gold from the transmogrification of healing infusion (heal 59; cd 13).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Final Fella 1 uses Highborn's Bloom.
Final Fella 1 uses Wrath of the Highborn.
Final Fella 1 radiates power.
Final Fella 1 uses Mucus.
Final Fella 1's mucus ooze activates Bone Shield.
Your summoned Final Fella 1's mucus ooze disappears.
Final Fella 1's mucus ooze activates Bone Shield.
Final Fella 1's aura of power vanishes.
Your summoned Final Fella 1's mucus ooze disappears.
Your summoned Final Fella 1's mucus ooze disappears.
Final Fella 1's mucus ooze activates Bone Shield.
Your summoned Final Fella 1's mucus ooze disappears.
Saving game...
Saving done.