
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Archer |
Level / Exp | 50 / 1817% |
Size | medium |
Lifes / Deaths | Killed by Isron the human at level 18 on the 42nd Haze 122nd year of Ascendancy at 08:52 3 / 5Killed by overpowered greater multi-hued wyrm at level 39 on the 5th Allure 124th year of Ascendancy at 00:30 Killed by overpowered greater multi-hued wyrm at level 39 on the 67th Regrowth 124th year of Ascendancy at 18:13 Killed by overpowered greater multi-hued wyrm at level 39 on the 67th Regrowth 124th year of Ascendancy at 19:16 Killed by Mizei at level 50 on the 15th Dusk 125th year of Ascendancy at 06:14 |
Primary Stats
Strength | 75 (base 45) |
Dexterity | 96 (base 65) |
Constitution | 117 (base 60) |
Magic | 33 (base 7) |
Willpower | 51 (base 20) |
Cunning | 81 (base 52) |
Resources
Mana | 0/673 |
Equilibrium | 20 |
Life | 1219/1596 |
Positive | 8/197 |
Stamina | 23/282 |
Healing Factor | 2.2592334494774 |
Regeneration | 29.934843205575 |
Speed
Mental | -7.7715611723761E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 5 |
Infravision | 8 |
See Stealth | 41.237882550305 |
See Invisible | 50.237882550305 |
Offense: Mainhand
Damage | 171 |
Accuracy | 65 |
Crit Chance | 37% |
APR | 19 |
Speed | 0.80 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Physical | +35% |
Temporal | +31% |
Blight | +5% |
Arcane | +25% |
Mind | +20% |
All | +2% |
Offense: Damage Penetration
Acid | +18% |
Temporal | +23% |
Physical | +77% |
Darkness | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 59 (70.376569037657%) |
Defense | 65 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 49 |
Mental Save | 58 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 10%( 70%) |
Physical | + 13%( 70%) |
Cold | + 70%( 70%) |
All | 0%( 70%) |
Darkness | + 10%( 70%) |
Temporal | + 9%( 70%) |
Lightning | + 70%( 70%) |
Mind | + 6%( 70%) |
Fire | + 70%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Pinning Resistance | 29% |
Disarm Resistance | 59% |
Confusion Resistance | 10% |
Silence Resistance | 15% |
Stun Resistance | 81% |
Instadeath Resistance | 100% |
Knockback Resistance | 32% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 22% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 342 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 692 damage for 6 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 48%, your defense is increased by 48 and all your resistances by 48%. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Munitions | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 3/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Piercing Ammunition |
talent | Elemental Harmony |
talent | Aim |
talent | Concealment |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+24). Continuum Destabilization |
beneficial effect | Increases armour by 13. Elemental Harmony |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | The target is concealed, increasing sight and attack range by 3 and chance to avoid damage by 48%. Concealment |
beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | 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 Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 Horned Horror. * 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * 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: 225. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 too late. The place has been drained of its power and the sorcerers have left. 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. | 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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Crit.mult +9.00% ----- def ----- Armour +22 Defense +10 (+3 eff.) Rng.Def +10 (+2 eff.) Fatigue -5% Resists +14% acid +14% fire +15% lightning +15% cold Phys.save +24 (+5 eff.) HP.reg +5.00 Heal.mod +40% ---------- misc Max.enc +44 A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 arrow ammo [Rare] Master Power 163% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 24 Ranged+ +12 acid +16 blight +16 fire +26 bleed On Hit.r1 +12 blight +8 fire +20 acid On Crit.r2 +4 fire On Hit: * 43% chance to disease On Crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+4 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 72 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 21.47 cold damage and 28.42 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Wil dps ---------- Phys.pwr +2 (+0 eff.) Apr +1 ----- def ----- Armour +5 Fatigue +5% Resists +24% acid +18% fire +19% lightning +21% cold Phys.save +9 (+2 eff.) Mind.save +10 (+3 eff.) Die.at -20.00 life Max.HP +40.00 ---------- misc Light +1 A cap made of leather. |
Tool | ![]() 3.0 T5 digger tool [Ego+] Nature While equipped: Stats +3 Str ----- def ----- Phys.save +11 (+2 eff.) Spell.save +13 (+4 eff.) Mind.save +11 (+3 eff.) Max.HP +66.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con ----- def ----- Spell.save +13 (+4 eff.) Max.HP +37.00 Disarm- +27% Pinning- +29% Knockbk- +22% ---------- misc Max.stam +15.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +4 Dex dps ---------- Melee Ret 20 lightning ----- def ----- Crit.dmg- 15.00% HP.reg +2.00 Stun/Frz- +31% ---------- misc See.Invis +9 Rings can have magical properties. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.pwr +12 (+4 eff.) Dmg.mod +6% acid +18% mind ----- def ----- Resists +26% acid +30% fire +20% lightning +30% cold Phys.save +15 (+3 eff.) A belt that goes around your waist. |
In main hand | ![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Nature/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: 10% Arcane Vortex 3 On Hit: * 30% chance to corrode armour by 30% While equipped: Stats +11 Dex +11 Mag +2 Wil dps ---------- Spell.pwr +23 (+8 eff.) Dmg.mod +33% physical +23% arcane +29% temporal Res.pen +18% acid +23% temporal +52% physical ----- def ----- Resists +6% lightning Phys.save +6 (+1 eff.) HP.reg +4.00 Silence- +15% Stun/Frz- +20% Knockbk- +10% ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T3 hands armor [Ego++] Master While equipped: Stats +3 Con ----- def ----- Armour +6 Phys.save +16 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +13 (+4 eff.) Max.HP +58.00 Disarm- +32% Juggernaut: (Instant) Puts all charms on 27 cooldown Level 3.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +1 Dex +8 Wil +6 Cun dps ---------- Crit.mult +5.00% Mind.pwr +12 (+4 eff.) ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +15% acid +13% physical +11% fire +10% lightning +33% cold Crit.dmg- 15.00% Mind.save +21 (+6 eff.) A suit of armour made of leather. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +12 Wil +6 Cun dps ---------- Mind.crit +8% Dmg.mod +3% blight Res.pen +15% darkness On Hit (Melee): * 20% chance to disease ----- def ----- Defense +33 (+8 eff.) Resists +6% mind +9% temporal Phys.save +33 (+7 eff.) Spell.save +27 (+9 eff.) ---------- misc Max.mana +74.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +40 Con ----- def ----- Armour +5 Resists +10% darkness +10% blight +10% cold +25% nature +5% all Crit.dmg- 23.00% Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 305 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution 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 |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 566 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 10 turns. While Heroism is active, you will only die when reaching -270 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 48%, your defense is increased by 48 and all your resistances by 48%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 263 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 425 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 370 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 109 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 123 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 66 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 463.74 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 64.60 to 193.80 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 9. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +13% lightning Stun/Frz- +20% ---------- misc Masteries +0.15 Technique/Archery training Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.70 ---------- misc Stam/turn +0.40 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +20% light Melee Ret 8 lightning ----- def ----- Resists +15% lightning +16% temporal +6% light Pinning- +24% Knockbk- +26% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +13% mind Blind- +12% Confus- +25% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +3% physical +6% nature +9% fire +42% mind +6% cold Spell.save +20 (+6 eff.) Confus- +40% Stun/Frz- +15% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +5 Wil +3 Con ----- def ----- Fatigue -2% Mind.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +25% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +1 Con dps ---------- Acc +9 (+2 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Spell.save +10 (+3 eff.) ---------- misc Max.stam +11.00 Disengage: Puts all charms on 9 cooldown Level 2.4 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+2 eff.) HP.reg +1.20 Stun/Frz- +25% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +8 Dex dps ---------- Acc +16 (+4 eff.) ----- def ----- Max.HP +62.00 HP.reg +0.70 Heal.mod +16% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+10 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Cun ----- def ----- Defense +14 (+4 eff.) Max.HP +50.00 HP.reg +0.90 Heal.mod +27% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +5 Con dps ---------- Mov.spd +22% Acc +13 (+3 eff.) ----- def ----- Defense +11 (+3 eff.) Spell.save +19 (+6 eff.) ---------- misc Max.stam +29.00 Blinding Speed: Puts all charms on 36 cooldown Level 2.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str ----- def ----- Armour +12 Max.HP +56.00 HP.reg +0.90 Heal.mod +24% Rings can have magical properties. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Unknown Power 137% Range: 1.2x Uses 150% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+14 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Psionic Power 170% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Phasing +30% Melee+ +35 mind +16 arcane On Hit: * 49% chance to cause random gloom While equipped: Stats +2 Mag +10 Wil +10 Cun dps ---------- Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +6% arcane ----- def ----- Resists +6% fire ---------- misc Mana/s.crit +3.00 Max.mana +40.00 Massive two-handed battleaxes. |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 205% Range: 1.5x Uses 140% Str Dmg Physical Acc+ +0.1% dam / acc Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 195.75 to 587.25 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other craatures within radius 4), dealing 472.50 to 945.00 physical damage (based on Strength) to each. Uses 45 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 3.0 T5 trident 2H weapon [Ego++] Arcane/Psionic Power 167% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% On Hit: * Random elemental explosion * 20% chance to torment the target While equipped: dps ---------- Res.pen +19% acid +17% darkness +20% fire +21% cold +17% mind +21% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 waraxe 1H weapon [Ego++] Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +5 Str +7 Con dps ---------- Phys.pwr +12 (+2 eff.) Dmg.mod +15% physical Res.pen +15% physical Acc +12 (+3 eff.) ----- def ----- Disarm- +20% ---------- misc Stam/ret +1.60 One-handed war axes. |
![]() 4.0 T4 longbow 2H weapon [Ego++] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: 10% Arcane Vortex 3 While equipped: Stats +3 Mag dps ---------- Phys.crit +14.0% Spell.pwr +15 (+5 eff.) Dmg.mod +11% arcane Acc +12 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego+] Disrupt/Master Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +21 nature On Crit: * silences the target While equipped: Stats +6 Cun dps ---------- Res.pen +15% nature +21% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon [Ego++] Nature/Master Mastery Master Marksman Acc+ +0.1% dam / acc Atk.spd 125% Range +10 On Hit: * 15% chance to daze at end of turn While equipped: Stats +3 Str +2 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Phys.crit +13.0% Res.pen +12% lightning Acc +15 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T3 arrow ammo [Rare] Arcane Power 142% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 23 On Hit.r1 +12 darkness On Crit.r2 +8 darkness On Hit: * 40% chance to inflict 15% damage reduction * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Rare] Nature Power 169% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +20 Crit +5.5% Capacity 22 Ranged+ +26 nature +26 temporal On Crit.r2 +16 mind While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Unique] Arcane Power 142% Range: 1.4x Uses 50% Str, 70% Dex Dmg Bright light Mastery Master Marksman Acc+ +0.2% crit / acc Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 T4 arrow ammo [Ego+] Psionic Power 154% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 18 Ranged+ +18 mind +12 darkness On Hit: * 20% chance to torment the target Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 70% Dex, 10% Mag, 50% Str Dmg Void Mastery Master Marksman Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 arrow ammo [Ego++] Arcane/Master Power 177% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +26 Crit +18.0% Capacity 23 Proj.spd +200% On Hit: * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego+] Master Power 166% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +18 Crit +18.0% Capacity 21 On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego++] Arcane Power 179% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +29 Crit +3.0% Capacity 48 Rld cld 3 Ranged+ +11 blight +27 darkness On Hit: * 20% chance to curse the target Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego++] Arcane/Master Power 180% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit / acc Apr +32 Crit +20.0% Capacity 55 Rld cld 1 On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 eff.) ----- def ----- Armour +4 Defense +8 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +0% Resists +30% temporal Dmg.red +20 all Spell.save +20 (+6 eff.) Proj.slow +50% ---------- misc Talents +5 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 7.0 T5 shield armor Reqs Heavy Armour Training 2 [Ego++] Arcane/Master While equipped: Stats +6 Dex dps ---------- Phys.crit +5.0% Phys.pwr +8 (+2 eff.) On Melee Ret: * 13% chance to daze at end of turn ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+3 eff.) Fatigue +14% Resists +14% lightning ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +9% acid +12% physical +14% fire +12% cold ----- def ----- Defense +5 (+1 eff.) Resists +13% acid +17% physical +23% darkness +17% cold +27% mind +17% fire Phys.save +17 (+4 eff.) Spell.save +19 (+6 eff.) Mind.save +34 (+9 eff.) ---------- misc Cooldown Refit Golem -5 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T4 light armor [Ego++] Nature While equipped: Stats +1 Wil dps ---------- Melee Ret 5 light ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +8% Resists +10% blight +5% cold +15% darkness +9% acid ---------- misc Light +1 Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+5 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+4 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 11 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 108.75 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 17.0 T4 massive armor Reqs Heavy Armour Training 3 [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+10 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 23 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 1.0 T3 belt armor [Ego+] Nature/Psionic While equipped: Stats +3 Wil ----- def ----- Resists +8% lightning +9% temporal Mind.save +7 (+2 eff.) Max.HP +75.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Master/Psionic While equipped: Stats +5 Dex +3 Wil +5 Cun dps ---------- Phys.crit +8.0% Mind.crit +7% ----- def ----- Mind.save +11 (+3 eff.) Max.HP +110.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Normal] A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Arcane While equipped: ----- def ----- Anom.red +16 Max.HP +107.00 ---------- misc Max.mana +74.00 Max.stam +40.00 Max.hate +20.00 Max.psi +32.00 Max.vim +40.00 Max.P.En +33.00 Max.N.En +29.00 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Mag +3 Wil +2 Con dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Spell.save +7 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Stam/turn +0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Resists +20% cold Phys.save +10 (+2 eff.) Mind.save +11 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +1 Defense +11 (+3 eff.) Fatigue +1% Silence- +20% Confus- +22% Stun/Frz- +22% Evasion: (Instant) Puts all charms on 27 cooldown Level 2.4 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 3.0 T4 feet armor Reqs Heavy Armour Training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 29 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 1.0 T5 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +2 Mag +4 Wil +4 Con dps ---------- Melee+ 14 mind Dmg.mod +11% mind +6% blight Acc +9 (+2 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Resists +8% mind +6% nature Phys.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Cut- +20% Disarm- +92% ---------- misc Mana/s.crit +2.00 Masteries +0.20 Technique/Grappling Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T5 head armor [Ego+] Arcane While equipped: Stats +10 Mag +4 Con dps ---------- Dmg.mod +19% arcane ----- def ----- Defense +3 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 4.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Max.HP +49.00 ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Normal] While equipped: ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 72 power out of 77/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 90 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T3 digger tool [Ego+] Nature While equipped: Stats +2 Str ----- def ----- Phys.save +10 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +11 (+3 eff.) Max.HP +51.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+1 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 27 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 248.09 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 182 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 T5 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +4 lightning +5 temporal +4 blight +3 fire +4 cold Talents +1 Ward Disarm traps (113 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 14 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
By Mizei the Cornac Archer level 32
75th Dusk 123rd year of Ascendancy at 15:02 see stats
By Mizei the Cornac Archer level 50
3rd Mirth 125th year of Ascendancy at 03:13 see stats
By Mizei the Cornac Archer level 32
60th Dusk 123rd year of Ascendancy at 22:44 see stats
By Mizei the Cornac Archer level 36
47th Haze 123rd year of Ascendancy at 01:29 see stats
By Mizei the Cornac Archer level 38
4th Allure 124th year of Ascendancy at 16:50 see stats
By Mizei the Cornac Archer level 45
3rd Haze 124th year of Ascendancy at 01:11 see stats
By Mizei the Cornac Archer level 35
42nd Haze 123rd year of Ascendancy at 18:22 see stats
By Mizei the Cornac Archer level 50
13rd Dusk 125th year of Ascendancy at 07:38 see stats
By Mizei the Cornac Archer level 45
9th Haze 124th year of Ascendancy at 21:40 see stats
By Mizei the Cornac Archer level 13
35th Dusk 122nd year of Ascendancy at 07:46 see stats
By Mizei the Cornac Archer level 50
3rd Summertide 125th year of Ascendancy at 15:47 see stats
By Mizei the Cornac Archer level 37
54th Haze 123rd year of Ascendancy at 03:51 see stats
By Mizei the Cornac Archer level 34
23rd Haze 123rd year of Ascendancy at 22:03 see stats
By Mizei the Cornac Archer level 29
55th Pyre 123rd year of Ascendancy at 21:49 see stats
By Mizei the Cornac Archer level 39
68th Regrowth 124th year of Ascendancy at 09:35 see stats
By Mizei the Cornac Archer level 17
39th Haze 122nd year of Ascendancy at 19:52 see stats
By Mizei the Cornac Archer level 32
4th Haze 123rd year of Ascendancy at 05:27 see stats
By Mizei the Cornac Archer level 34
30th Haze 123rd year of Ascendancy at 05:52 see stats
By Mizei the Cornac Archer level 37
54th Haze 123rd year of Ascendancy at 16:32 see stats
By Mizei the Cornac Archer level 50
66th Regrowth 125th year of Ascendancy at 09:05 see stats
By Mizei the Cornac Archer level 33
15th Haze 123rd year of Ascendancy at 22:25 see stats
By Mizei the Cornac Archer level 24
27th Pyre 123rd year of Ascendancy at 13:18 see stats
By Mizei the Cornac Archer level 40
69th Regrowth 124th year of Ascendancy at 04:30 see stats
By Mizei the Cornac Archer level 10
4th Flare 122nd year of Ascendancy at 20:06 see stats
By Mizei the Cornac Archer level 20
76th Haze 122nd year of Ascendancy at 13:39 see stats
By Mizei the Cornac Archer level 30
70th Pyre 123rd year of Ascendancy at 10:18 see stats
By Mizei the Cornac Archer level 40
68th Regrowth 124th year of Ascendancy at 12:45 see stats
By Mizei the Cornac Archer level 50
47th Haze 124th year of Ascendancy at 09:00 see stats
By Mizei the Cornac Archer level 50
3rd Summertide 125th year of Ascendancy at 03:06 see stats
By Mizei the Cornac Archer level 12
13rd Dusk 122nd year of Ascendancy at 04:38 see stats
By Mizei the Cornac Archer level 50
15th Dusk 125th year of Ascendancy at 06:14 see stats
By Mizei the Cornac Archer level 45
13rd Haze 124th year of Ascendancy at 16:37 see stats
By Mizei the Cornac Archer level 30
70th Pyre 123rd year of Ascendancy at 17:01 see stats
By Mizei the Cornac Archer level 34
36th Haze 123rd year of Ascendancy at 05:33 see stats
By Mizei the Cornac Archer level 50
15th Dusk 125th year of Ascendancy at 06:13 see stats
By Mizei the Cornac Archer level 11
2nd Dusk 122nd year of Ascendancy at 14:14 see stats
By Mizei the Cornac Archer level 50
6th Decay 124th year of Ascendancy at 02:12 see stats
By Mizei the Cornac Archer level 20
3rd Decay 122nd year of Ascendancy at 22:10 see stats
By Mizei the Cornac Archer level 47
19th Haze 124th year of Ascendancy at 08:40 see stats
By Mizei the Cornac Archer level 13
24th Dusk 122nd year of Ascendancy at 05:54 see stats
By Mizei the Cornac Archer level 41
31st Pyre 124th year of Ascendancy at 10:59 see stats
By Mizei the Cornac Archer level 20
3rd Decay 122nd year of Ascendancy at 05:30 see stats
By Mizei the Cornac Archer level 30
74th Pyre 123rd year of Ascendancy at 21:18 see stats
By Mizei the Cornac Archer level 22
2nd Regrowth 123rd year of Ascendancy at 15:03 see stats
By Mizei the Cornac Archer level 31
60th Dusk 123rd year of Ascendancy at 05:06 see stats
Log
Barrow wight's glacial vapour area effect hits Umber hulk for 34 cold damage.
Talent Steady Shot is ready to use.
Mizei shrugs off the critical damage!
Something hits Mizei for 229 arcane damage.
--------------------------------
Mizei uses Vital Shot.
Barrow wight's glacial vapour area effect hits Umber hulk for 34 cold damage.
Umber hulk misses Mizei.
Elandar casts Phase Door.
The spell fizzles!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Mizei's Vital Shot hits Elandar for 1034 physical damage.
Mizei's Vital Shot killed Elandar!
Mizei activates Concealment.
--------------------------------
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless!
Option unlocked: New Class: Adventurer
Saving done.
Mizei deactivates Aim.
Mizei deactivates Concealment.
Mizei deactivates Piercing Ammunition.
Mizei deactivates Daunting Presence.
Mizei deactivates Elemental Harmony.