












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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:
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:
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 ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Oozemancer |
| Level / Exp | 27 / 43% |
| Size | small |
| Lifes / Deaths | Killed by Eilinisena the warg at level 16 on the 3rd Flare 122nd year of Ascendancy at 04:56 1 / 6Killed by ultimate telugoroth at level 24 on the 36th Dusk 122nd year of Ascendancy at 06:53 Killed by Emeliribeth the Guardian at level 25 on the 38th Dusk 122nd year of Ascendancy at 10:06 Killed by Betama the Guardian at level 25 on the 39th Dusk 122nd year of Ascendancy at 11:42 Killed by Celia at level 27 on the 61st Haze 122nd year of Ascendancy at 03:04 Killed by Seilri at level 27 on the 61st Haze 122nd year of Ascendancy at 04:08 |
| Antimagic | Follower |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 8 (base 13) |
| Magic | 10 (base 10) |
| Willpower | 86 (base 58) |
| Cunning | 64.706123483606 (base 52) |
Resources
| Life | 374/374 |
| Equilibrium | 103 |
| Healing Factor | 0.98314606741567 |
| Regeneration | 0.44241573033705 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 44.098494786084 |
| See Invisible | 46.098494786084 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 46 |
| Crit Chance | 19% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 69 |
| Accuracy | 46 |
| Crit Chance | 20% |
| APR | 52 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 58 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Nature | +19% |
| Acid | +16% |
| Blight | +4% |
| Physical | +10% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Acid | +39% |
| Lightning | +10% |
| Physical | +20% |
| Mind | +10% |
| Nature | +54% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 26 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 8%( 70%) |
| All | 0%( 70%) |
| Darkness | 0%( 70%) |
| Light | + 12%( 70%) |
| Temporal | + 9%( 70%) |
| Mind | + 3%( 70%) |
| Lightning | + 15%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Silence Resistance | 17% |
| Confusion Resistance | 52% |
| Teleport Resistance | 5% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 262 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Moss | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Slime | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Ooze | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Acidic Soil |
| talent | Unstoppable Nature |
| talent | Wild Growth |
| talent | Psiblades |
| talent | Mitosis |
| talent | Antimagic Shield |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 24. | 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 |
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 ice ant stinger. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed vial of wight ectoplasm. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed pouch of bone giant dust. * You've found the needed honey tree root. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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! | 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 | Zubildatha the Sparkusher (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% physical ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning +6% temporal Die.at -80.00 life Max.HP +10.00 A pair of boots made of leather. |
| Light source | Berutir the Thunderlace2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +6% lightning +3% fire +3% mind +3% temporal Mind.save +6 (+2 eff.) Knockbk- +20% ---------- misc Light +2 See.Stealth +5 See.Invis +7 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 | Lightningpiercer the cashmere wizard hat (2 def, 4 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature Res.pen +10% lightning ----- def ----- Armour +4 Defense +2 (+2 eff.) Resists +6% fire +19% nature +12% light Disarm- +10% Teleport- +5% A pointy cloth hat, very wizardly... |
| On hands | heroic rough leather gloves (0 def, 5 armour)1.0 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +6 (+2 eff.) Max.HP +42.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 323 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Cleanseenvy the mossy mindstar (77% power, 23 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 77% Range: 1.1x Uses 57% Wil, 19% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +23 Crit +2.5% Atk.spd 100% Melee+ +4 acid On Hit: * 20% chance to corrode armour by 30% While equipped: Stats +6 Cun dps ---------- Mind.crit +1% Crit.mult +7.00% Mind.pwr +4 (+1 eff.) Dmg.mod +6% nature +12% acid Res.pen +20% nature +20% acid On Hit (Melee): * Slows global speed by 30% 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 | insulating hardened leather belt of valiance1.0 T3 belt armor [Ego+] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Resists +8% cold +6% fire Mind.save +10 (+3 eff.) Max.HP +53.00 A belt that goes around your waist. |
| In off hand | parasitic thorny mindstar of the jelly (91% power, 47 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic This parasitic mindstar will draw strength from other psionic mindstars. Power 92% Range: 1.1x Uses 76% Wil, 38% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +47 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+3 eff.) Dmg.mod +4% acid ----- def ----- HP.leech%% +10% HP.leech +5% ---------- misc Equi/ret +0.70 Hate/m.crit +2.00 Max.hate +9.00 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. |
| Cloak | resilient cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+2 eff.) Phys.save +7 (+4 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+8 eff.) Resists +15% acid +12% physical Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 57.41 to 71.76 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
wild infusion of the psychic (resist 19%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 ability. Press to compare to your current inscriptions |
wild infusion of the warrior (resist 15%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
copper amulet of mastery (0.10 Wild-gift / Slime)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Wild-gift/Slime Amulets can have magical properties. |
marksman's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% nature Acc +6 (+6 eff.) ----- def ----- Resists +22% nature Rings can have magical properties. |
shimmering elm starstaff of might (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+3 eff.) Dmg.mod +10% darkness ---------- misc Mana/turn +0.13 Max.mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater yew starstaff of might (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +13 (+11 eff.) Dmg.mod +20% darkness +20% temporal +20% light +20% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew vilestaff of fate (120% power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +9 (+9 eff.) Dmg.mod +20% blight ----- def ----- Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+2 eff.) ---------- misc Mana/turn +0.10 Max.mana +57.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff of fate (129% power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+11 eff.) Dmg.mod +25% darkness ----- def ----- Phys.save +5 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) ---------- misc Mana/turn +0.10 Max.mana +59.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe of massacre (135% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Master Power 135% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
acidic steel greatsword of vileness (129% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane Power 130% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 acid +12 blight On Hit: * 7% chance to disease On Crit: * splashes the target with acid Massive two-handed swords. |
Moon (136% power, 30 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane The moon shines alone in a starless sky. Power 137% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
acidic dwarven-steel dagger of daylight (120% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 121% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 acid +4 light Against +9% Undead On Crit: * splashes the target with acid Sharp, short and deadly. |
balanced dwarven-steel dagger (120% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 121% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+6 eff.) ----- def ----- Defense +8 (+6 eff.) Disarm- +22% Sharp, short and deadly. |
chilling stralite dagger (131% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego] Arcane Power 131% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +10 cold Sharp, short and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 103.90 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
cashmere robe of Angolwen (2 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Wil +4 Mag dps ---------- Spell.pwr +11 (+10 eff.) S.pwr/crit +3 ----- def ----- Defense +2 (+2 eff.) Silence- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of power (2 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+11 eff.) Dmg.mod +11% all ----- def ----- Defense +2 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
psion's cashmere robe of protection (5 def, 3 armour)2.0 T3 cloth armor [Ego+] Master/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) Dmg.mod +6% mind Res.pen +5% mind ----- def ----- Armour +3 Defense +5 (+5 eff.) Phys.save +19 (+10 eff.) ---------- misc Psi/turn +0.37 Max.psi +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rainonslaught (7 def, 4 armour)2.0 T4 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +27% nature +3% fire Res.pen +20% nature Melee Ret 8 nature ----- def ----- Armour +4 Defense +7 (+6 eff.) Resists +6% nature Phys.save +24 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brenuromirab the cured leather armour (2 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Rare] Nature While equipped: Stats +4 Str +2 Wil dps ---------- Dmg.mod +12% physical Melee Ret 7 light ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Resists +16% blight +15% darkness Die.at -60.00 life Max.HP +20.00 Heal.mod +20% ---------- misc Max.stam +25.00 Light +1 A suit of armour made of leather. |
hardened leather armour of Toknor (3 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
prismatic hardened leather armour (3 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% Resists +13% light +13% darkness A suit of armour made of leather. |
enlightening dwarven-steel mail armour of delving (3 def, 8 armour)14.0 T3 heavy armor Reqs Str 28 Heavy Armour Training [Ego++] Master/Psionic While equipped: Stats +6 Str +5 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +16% Resists +11% darkness +7% physical Mind.save +10 (+3 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
enlightening voratun mail armour of command (14 def, 15 armour)14.0 T5 heavy armor Reqs Str 48 Heavy Armour Training [Ego++] Psionic While equipped: Stats +7 Cun +5 Wil ----- def ----- Armour +15 Defense +14 (+9 eff.) Fatigue +16% Mind.save +26 (+8 eff.) A suit of armour made of mail. |
spiked steel plate armour of lightning resistance (4 def, 9 armour)17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% Resists +17% lightning A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 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. |
Betylralaith the Thunderbliss (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +3% nature +6% lightning Melee Ret 8 lightning ----- def ----- Armour +1 Resists +6% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat of madness (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +1 Cun +3 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+2 eff.) Mind.save +14 (+4 eff.) Confus- -20% Fear- -20% Hateful Whisper: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 148 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (139 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)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. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Seilri the Yeek Oozemancer level 18
4th Dusk 122nd year of Ascendancy at 07:08 see stats
Exterminator
Killed 1000 creatures.By Seilri the Yeek Oozemancer level 17
6th Flare 122nd year of Ascendancy at 06:45 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Seilri the Yeek Oozemancer level 18
9th Dusk 122nd year of Ascendancy at 01:19 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Seilri the Yeek Oozemancer level 18
7th Flare 122nd year of Ascendancy at 16:27 see stats
Level 10
Got a character to level 10.By Seilri the Yeek Oozemancer level 10
2nd Mirth 122nd year of Ascendancy at 20:18 see stats
Level 20
Got a character to level 20.By Seilri the Yeek Oozemancer level 20
21st Dusk 122nd year of Ascendancy at 01:40 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Seilri the Yeek Oozemancer level 13
9th Mirth 122nd year of Ascendancy at 19:36 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Seilri the Yeek Oozemancer level 27
42nd Dusk 122nd year of Ascendancy at 13:57 see stats
The Arena
Unlocked Arena mode.By Seilri the Yeek Oozemancer level 13
8th Mirth 122nd year of Ascendancy at 20:34 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Seilri the Yeek Oozemancer level 19
10th Dusk 122nd year of Ascendancy at 18:32 see stats
Log
Seilri deactivates Psiblades.
Seilri deactivates Acidic Soil.
Seilri is freed from the rigor mortis.
Seilri stops regenerating health quickly.
Seilri deactivates Unstoppable Nature.
Seilri is not crippled anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Celia killed Seilri!
Resting starts...
Talent Acid Splash is ready to use.
Talent Psiblades is ready to use.
Talent Mitosis is ready to use.
Talent Corrosive Seeds is ready to use.
Talent Infusion: Regeneration is ready to use.
Seilri activates Psiblades.
Seilri activates Mitosis.
Talent Antimagic Shield is ready to use.
Seilri activates Antimagic Shield.
Talent Wild Growth is ready to use.
Seilri activates Wild Growth.
Talent Unstoppable Nature is ready to use.
Talent Acidic Soil is ready to use.
Seilri activates Acidic Soil.
Seilri activates Unstoppable Nature.
Rested for 35 turns (stop reason: all resources and life at maximum).
Saving done.
Saving game...




















































































