













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Oozemancer |
Level / Exp | 50 / 2905% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 111 (base 64) |
Dexterity | 41 (base 7) |
Constitution | 108 (base 41) |
Magic | 23 (base 9) |
Willpower | 166.83378463442 (base 60) |
Cunning | 150.21361969945 (base 60) |
Resources
Life | 2164/2164 |
Equilibrium | 76 |
Healing Factor | 2.0788745208055 |
Regeneration | 76.200084078699 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 19 |
Infravision | 8 |
See Stealth | 67.468929741181 |
See Invisible | 76.468929741181 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 207 |
Accuracy | 76 |
Crit Chance | 65% |
APR | 106 |
Speed | 1.00 |
Offense: Offhand
Damage | 189 |
Accuracy | 76 |
Crit Chance | 65% |
APR | 107 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.25 |
Crit Chance | 55% |
Speed | 1 |
Offense: Mind
Mindpower | 106 |
Crit Chance | 90% |
Speed | 1 |
Offense: Damage Bonus
Acid | +38% |
Physical | +16% |
Cold | +21% |
All | +7% |
Darkness | +13% |
Light | +10% |
Mind | +12% |
Lightning | +34% |
Fire | +39% |
Nature | +92% |
Offense: Damage Penetration
Acid | +25% |
Light | +25% |
Nature | +125% |
Lightning | +22% |
All | +15% |
Defense: Base
Armour (hardiness) | 49.413408721348 (65.897138898113%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 6 |
Physical Save | 85 |
Spell Save | 91 |
Mental Save | 96 |
Defense: Resistances
Acid | + 40%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 46%( 70%) |
Cold | + 70%( 70%) |
All | + 19%( 70%) |
Physical | + 37%( 70%) |
Lightning | + 59%( 70%) |
Light | + 43%( 70%) |
Temporal | + 26%( 70%) |
Mind | + 22%( 70%) |
Darkness | + 26%( 70%) |
Fire | + 40%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 65% |
Confusion Resistance | 54% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 950 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 374 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1077% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1044 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1044 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Wild-gift / Moss | 1.40 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Antimagic | 1.40 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Acidic Skin |
talent | Unstoppable Nature |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Ce'Numira the patchwork troll. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Belalle the orc warrior. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Elabremina the rogue. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Glugawe the losselhing. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Cyrona the white crystal. Escort: repented thief (level 4 of Old Forest) | failed |
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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2873. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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] Master/Psionic While equipped: Stats +5 Wil +10 Cun +4 Con dps ---------- Dmg.mod +6% acid Res.pen +5% light On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Armour +5 Resists +6% acid +15% light Phys.save +34 (+7 eff.) Spell.save +14 (+3 eff.) Mind.save +39 (+7 eff.) ---------- misc Stam/turn +1.20 Max.stam +40.00 A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +3 Con +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+3 eff.) Res.pen +15% all Apr +15 ----- def ----- Resists +9% lightning +27% cold Crit.chn- 15.00% Phys.save +15 (+3 eff.) Heal.mod +30% ---------- misc Light +12 See.Invis +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.8 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+3 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 220.42 arcane damage and stunned). Uses 85 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +20 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +16 Resists +9% temporal +6% light +6% blight +6% fire +3% nature Phys.save +16 (+3 eff.) Spell.save +40 (+8 eff.) ---------- misc Max.stam +73.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Disrupt/Master/Psionic While equipped: Stats +9 Dex +12 Wil +8 Cun +10 Con dps ---------- Mind.pwr +27 (+5 eff.) Mov.spd +10% Dmg.mod +3% light Res.pen +5% light Melee Ret 4 light On Hit (Melee): * 10 arcane resource burn ----- def ----- Fatigue -10% Resists +30% blight +9% light +33% nature +9% darkness Mind.save +25 (+5 eff.) HP.reg +5.00 Poison- +50% Disease- +50% Confus- +44% ---------- misc Stam/turn +1.50 Light +2 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 149% Wil, 36% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +73 Crit +5.0% Atk.spd 100% While equipped: Stats +18 Wil dps ---------- Mind.crit +9% Mind.pwr +33 (+6 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 173.17 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +8 Wil +14 Cun +6 Con +10 Lck dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +3% acid +12% fire Against +41% Summoned On Hit (Melee): * 24% chance to slow global speed by 82% ----- def ----- Resists +6% cold D.Red.from +45% Summoned Phys.save +14 (+3 eff.) Spell.save +15 (+3 eff.) Stealth +13 Max.HP +70.00 ---------- misc T.Disarm +30 Infravis +6 Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 16.5 - 18.2 Nature Uses 132% Wil, 55% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +74 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Str +5 Dex +5 Mag +4 Wil +9 Cun +4 Con dps ---------- Mind.crit +5% Mind.pwr +18 (+3 eff.) Melee+ 11 lightning 3 mind 10 darkness Dmg.mod +27% lightning +6% darkness +20% fire +5% mind +14% cold Res.pen +7% lightning ----- def ----- Resists +20% lightning +12% cold +3% mind +3% blight Mind.save +15 (+3 eff.) HP.reg +4.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +2 Dex +4 Wil +5 Cun +3 Con dps ---------- Mind.crit +6% Crit.mult +20.00% Dmg.mod +12% acid +9% physical Acc +11 (+3 eff.) Apr +11 ----- def ----- Defense +3 (+1 eff.) Resists +2% physical Phys.save +6 (+1 eff.) Stealth +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% fire +20% cold +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 417 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1263% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1074% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 793% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 794 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 35% faster, and you are invisible (power 23). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1793% for 10 turns (0 total) and instantly restoring 90 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Mag ----- def ----- Resists +29% lightning +1% physical +18% blight +30% fire +30% cold Phys.save +25 (+5 eff.) Spell.save +32 (+7 eff.) Mind.save +25 (+5 eff.) Blind- +40% Disarm- +10% Stun/Frz- +33% ---------- misc Infravis +10 Sight +2 See.Invis +15 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Crit.mult +15.00% Acc +8 (+2 eff.) Apr +14 ----- def ----- Armour +7 Defense +8 (+3 eff.) Resists +24% fire +12% mind +21% cold Res.Cap +6% all Phys.save +17 (+4 eff.) ---------- misc Infravis +3 See.Invis +9 Amulets make your neck look great! |
![]() 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 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.pwr +20 (+2 eff.) S.pwr/crit +10 Dmg.mod +14% darkness Res.pen +25% blight On Hit (Melee): * 20% chance to reduce damage dealt by 41% ----- def ----- Resists +34% darkness +6% cold ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Str +9 Dex +8 Cun dps ---------- Crit.mult +15.00% Mov.spd +20% Acc +28 (+9 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +2 Defense +18 (+6 eff.) Mind.save +15 (+3 eff.) Confus- +48% ---------- misc Stam/turn +3.97 Max.stam +30.00 Blinding Speed: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 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 make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +14 Con dps ---------- Phys.crit +6.0% Phys.pwr +22 (+6 eff.) Res.pen +15% acid ----- def ----- Defense +30 (+10 eff.) Rings make your fingers look great! |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Nature Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% crit chance (max 25%) Apr +12 Atk.spd 118% Range +10 While equipped: Stats +10 Dex +20 Wil dps ---------- Phys.crit +15.0% Mind.crit +15% Dmg.mod +30% nature +30% physical Res.pen +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 16.5 - 23.1 Physical Uses 40% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +7 fire Sharp, long, and deadly. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+5 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+2 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 3.0 T1 waraxe 1H weapon [Ego+] Nature Power 12.5 - 17.5 Physical Uses 40% Wil, 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +10 acid +12 nature While equipped: dps ---------- Res.pen +7% acid +8% nature Apr +5 One-handed war axes. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +14% acid +24% temporal Res.pen +25% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +21% acid +15% temporal +7% all Def/telep +15 Res/telep +15% Dur/telep +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Wil +8 Cun +4 Con dps ---------- Mind.crit +8% ----- def ----- Armour +11 Resists +15% lightning +11% temporal Phys.save +22 (+5 eff.) Mind.save +22 (+4 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Master/Psionic While equipped: Stats +3 Dex +3 Wil +3 Con +7 Lck dps ---------- Mind.pwr +4 (+1 eff.) Res.pen +6% physical ----- def ----- Armour +1 Stealth +5 Blindside: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 9.0 T1 light armor [Rare] Psionic While equipped: Stats +2 Dex +2 Cun +2 Con dps ---------- Dmg.mod +21% nature +15% mind ----- def ----- Armour +7 Defense +10 (+3 eff.) Fatigue +6% Resists +15% mind Crit.chn- 15.00% Mind.save +13 (+3 eff.) A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Wil dps ---------- Dmg.mod +18% darkness ----- def ----- Fatigue -5% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +2 Str +1 Mag +3 Wil dps ---------- Dmg.mod +3% darkness ----- def ----- Defense +8 (+3 eff.) Resists +3% all Phys.save +18 (+4 eff.) Spell.save +25 (+5 eff.) Mind.save +12 (+3 eff.) Heal.mod +19% ---------- misc Light +4 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% mind Melee Ret 10 mind 14 fire On Hit (Melee): * 20% chance to reduce damage dealt by 41% ----- def ----- Resists +6% fire +6% darkness +12% nature ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 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 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 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. |
![]() 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. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 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 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 82% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 43 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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, High Sun Paladin Aeryn sacrificed herself 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.
You may continue playing and enjoy the rest of the world.
Achievements
By Ooze the Dwarf Oozemancer level 37
4th Gold 123rd year of Ascendancy at 08:25 see stats
By Ooze the Dwarf Oozemancer level 50
19th Wealth 123rd year of Ascendancy at 15:45 see stats
By Ooze the Dwarf Oozemancer level 37
2nd Gold 123rd year of Ascendancy at 16:36 see stats
By Ooze the Dwarf Oozemancer level 20
20th Wealth 122nd year of Ascendancy at 15:24 see stats
By Ooze the Dwarf Oozemancer level 43
26th Stralite 123rd year of Ascendancy at 14:19 see stats
By Ooze the Dwarf Oozemancer level 50
14th Wealth 123rd year of Ascendancy at 12:38 see stats
By Ooze the Dwarf Oozemancer level 50
28th Profit 123rd year of Ascendancy at 13:42 see stats
By Ooze the Dwarf Oozemancer level 40
10th Stralite 123rd year of Ascendancy at 10:21 see stats
By Ooze the Dwarf Oozemancer level 38
24th Gold 123rd year of Ascendancy at 07:40 see stats
By Ooze the Dwarf Oozemancer level 11
5th Profit 122nd year of Ascendancy at 02:09 see stats
By Ooze the Dwarf Oozemancer level 39
26th Gold 123rd year of Ascendancy at 17:40 see stats
By Ooze the Dwarf Oozemancer level 31
9th Steel 123rd year of Ascendancy at 13:37 see stats
By Ooze the Dwarf Oozemancer level 22
3rd Dearth 122nd year of Ascendancy at 16:17 see stats
By Ooze the Dwarf Oozemancer level 35
41st Steel 123rd year of Ascendancy at 23:05 see stats
By Ooze the Dwarf Oozemancer level 50
19th Wealth 123rd year of Ascendancy at 20:45 see stats
By Ooze the Dwarf Oozemancer level 50
43rd Dearth 123rd year of Ascendancy at 23:28 see stats
By Ooze the Dwarf Oozemancer level 30
31st Iron 123rd year of Ascendancy at 04:12 see stats
By Ooze the Dwarf Oozemancer level 50
14th Wealth 123rd year of Ascendancy at 22:40 see stats
By Ooze the Dwarf Oozemancer level 10
31st Voratun 122nd year of Ascendancy at 02:13 see stats
By Ooze the Dwarf Oozemancer level 20
15th Wealth 122nd year of Ascendancy at 03:40 see stats
By Ooze the Dwarf Oozemancer level 30
28th Iron 123rd year of Ascendancy at 09:29 see stats
By Ooze the Dwarf Oozemancer level 40
6th Stralite 123rd year of Ascendancy at 02:36 see stats
By Ooze the Dwarf Oozemancer level 50
26th Profit 123rd year of Ascendancy at 07:27 see stats
By Ooze the Dwarf Oozemancer level 50
28th Dearth 123rd year of Ascendancy at 00:46 see stats
By Ooze the Dwarf Oozemancer level 25
34th Dearth 122nd year of Ascendancy at 08:41 see stats
By Ooze the Dwarf Oozemancer level 50
16th Iron 124th year of Ascendancy at 03:17 see stats
By Ooze the Dwarf Oozemancer level 46
5th Profit 123rd year of Ascendancy at 10:11 see stats
By Ooze the Dwarf Oozemancer level 29
26th Iron 123rd year of Ascendancy at 19:43 see stats
By Ooze the Dwarf Oozemancer level 39
6th Stralite 123rd year of Ascendancy at 02:30 see stats
By Ooze the Dwarf Oozemancer level 6
18th Voratun 122nd year of Ascendancy at 21:35 see stats
By Ooze the Dwarf Oozemancer level 50
4th Loss 123rd year of Ascendancy at 02:05 see stats
By Ooze the Dwarf Oozemancer level 11
11st Profit 122nd year of Ascendancy at 01:25 see stats
By Ooze the Dwarf Oozemancer level 50
4th Loss 123rd year of Ascendancy at 02:05 see stats
By Ooze the Dwarf Oozemancer level 50
27th Dearth 123rd year of Ascendancy at 07:13 see stats
By Ooze the Dwarf Oozemancer level 50
2nd Loss 123rd year of Ascendancy at 05:19 see stats
By Ooze the Dwarf Oozemancer level 44
41st Stralite 123rd year of Ascendancy at 14:34 see stats
By Ooze the Dwarf Oozemancer level 22
3rd Dearth 122nd year of Ascendancy at 15:03 see stats
By Ooze the Dwarf Oozemancer level 15
39th Profit 122nd year of Ascendancy at 16:01 see stats
By Ooze the Dwarf Oozemancer level 36
1st Gold 123rd year of Ascendancy at 00:11 see stats
Log
Ooze gains 1% of a turn from Ancestral Life.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Talent Grasping Moss is ready to use.
Talent Nourishing Moss is ready to use.
Burning from Slaver hits Ooze for (10 antimagic), 0 fire (0 total damage).
Ooze gains 1% of a turn from Ancestral Life.
Resting starts...
Ooze stops burning.
Ooze's nature damage is no longer so potent.
Rested for 1 turns (stop reason: all resources and life at maximum).
Ooze picks up (h.): manasurge rune of the titan (regen 2123% over 10 turns; mana 106; cd 18).
Ooze no longer feels strong.
Ooze is no longer attuned.
Ooze's skin returns to normal.
Talent Acid Splash is ready to use.
Your summoned Ooze's mucus ooze disappears.
Resting starts...
Your summoned Ooze's mucus ooze disappears.
Talent Slippery Moss is ready to use.
Talent Pain Enhancement System is ready to use.
Rested for 7 turns (stop reason: all resources and life at maximum).
Talent Resilience of the Dwarves is ready to use.
You pickup 0.70 gold pieces.