











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
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 Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Higher |
Class | Archer |
Level / Exp | 30 / 85% |
Size | big |
Lifes / Deaths | Killed by Ivawyn the Guard at level 16 on the 2nd Decay 122nd year of Ascendancy at 21:24 0 / 8Killed by Animated truestriking steel greatsword of rage at level 22 on the 14th Dusk 123rd year of Ascendancy at 05:58 Killed by Urkis, the High Tempest at level 24 on the 16th Regrowth 124th year of Ascendancy at 20:51 Killed by Greater Mummy Lord at level 29 on the 60th Pyre 124th year of Ascendancy at 22:56 Killed by Grand Corruptor at level 29 on the 64th Pyre 124th year of Ascendancy at 07:36 Killed by Xuselratira the greater teluvorta at level 30 on the 67th Dusk 124th year of Ascendancy at 12:01 Killed by Corrupted Oozemancer's mucus ooze at level 30 on the 18th Haze 124th year of Ascendancy at 22:42 Killed by Corrupted Oozemancer at level 30 on the 18th Haze 124th year of Ascendancy at 22:54 |
Antimagic | Follower |
Primary Stats
Strength | 37 (base 23) |
Dexterity | 61 (base 52) |
Constitution | 55 (base 35) |
Magic | 14 (base 10) |
Willpower | 56 (base 22) |
Cunning | 35 (base 20) |
Resources
Life | -147/1036 |
Psi | 146/146 |
Stamina | 302/302 |
Equilibrium | 0 |
Healing Factor | 1.304935892727 |
Regeneration | 4.2410416513627 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 14 |
Lite | 4 |
Infravision | 8 |
See Stealth | 38.827624371925 |
See Invisible | 47.827624371925 |
Offense: Mainhand
Damage | 139 |
Accuracy | 55 |
Crit Chance | 39% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.6666666666667 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Nature | +8% |
Cold | +20% |
Fire | +17% |
All | +5% |
Offense: Damage Penetration
Physical | +20% |
Lightning | +25% |
Acid | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 32 (57.155997060385%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 33 |
Mental Save | 42 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 31%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 49%( 70%) |
All | + 26%( 70%) |
Darkness | + 36%( 70%) |
Light | + 33%( 70%) |
Temporal | + 32%( 70%) |
Lightning | + 36%( 70%) |
Mind | + 53%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 65% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 16% for 2 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 633% 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 Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
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 upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 20. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vial of fire wyrm saliva. * You've found the needed length of troll intestine. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed black mamba head. * You've found the needed xorn fragment. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed snow giant kidney. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 T4 arrow ammo [Ego+] Master Power 60.0 - 84.0 Physical Uses 40% Wil, 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +13.5% Capacity 20 On Crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +2 Dex dps ---------- Dmg.mod +3% nature ----- def ----- Resists +3% nature Max.HP +44.00 ---------- misc Light +3 See.Invis +9 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% fire Res.pen +20% physical ----- def ----- Armour +3 Fatigue +3% Resists +11% lightning +8% temporal Max.HP +80.00 Blind- +20% Disease- +20% A cap made of leather. |
Tool | ![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +5% all Melee Ret 10 lightning ----- def ----- Resists +6% mind +12% acid Disarm- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.crit +4.0% Crit.mult +9.00% Phys.pwr +19 (+7 eff.) ----- def ----- Phys.save +9 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 4.0 T4 longbow 2H weapon [Ego++] Disrupt/Master Power 0.0 - 0.0 Physical Uses 40% Wil Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.crit +14.0% Mind.pwr +14 (+5 eff.) Acc +14 (+4 eff.) On Hit (Ranged): * 18 arcane resource burn ---------- misc Masteries +0.30 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +4 (+2 eff.) Apr +5 ----- def ----- Armour +5 Resists +7% blight Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Max.HP +44.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Res.pen +10% acid ----- def ----- Armour +8 Defense +30 (+7 eff.) Resists +5% arcane +14% darkness +30% mind +11% all Phys.save +14 (+6 eff.) Spell.save +14 (+7 eff.) Mind.save +30 (+10 eff.) Max.HP +100.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% lightning +11% cold +9% light 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 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +3 Mag +9 Wil +6 Cun +5 Con dps ---------- Mov.spd +10% Res.pen +15% lightning ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -357 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 714 life, 12 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. 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 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +6 Mag dps ---------- Dmg.mod +12% mind Res.pen +25% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ---------- misc Infravis +3 Masteries +0.28 Technique/Mobility Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Fatigue -6% Resists +24% lightning ---------- misc Max.enc +29 Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+2 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 3.0 T4 greatsword 2H weapon [Ego++] Nature Power 48.0 - 76.8 Physical Uses 40% Wil, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Str +6 Dex +13 Mag +19 Wil +9 Cun +23 Con ----- def ----- Max.HP +37.00 Massive two-handed swords. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 lightning Dmg.mod +6% lightning +3% darkness Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 26% ----- def ----- Armour +2 Resists +6% lightning +6% cold +18% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +14% nature +12% blight Max.HP +44.00 HP.reg +4.00 Heal.mod +14% A suit of armour made of mail. |
![]() 9.0 T3 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +7 Defense +9 (+2 eff.) Fatigue +8% Resists +7% acid +7% cold +10% nature +12% blight ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% lightning HP.reg +2.20 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
![]() 6.0 T4 mummy armor [Ego] Nature While equipped: Stats +7 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +18% fire +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +2% Resists +2% fire Decaying mummy wrappings. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+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: 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. |
![]() 3.0 T3 digger tool [Ego] Master While equipped: Stats +4 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+7 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T4 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 94 and armour hardiness by 60% Puts all charms on 29 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 378 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 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. |
Achievements
By Aliyah the Higher Archer level 17
4th Allure 123rd year of Ascendancy at 23:17 see stats
By Aliyah the Higher Archer level 12
10th Haze 122nd year of Ascendancy at 10:37 see stats
By Aliyah the Higher Archer level 17
3rd Regrowth 123rd year of Ascendancy at 11:20 see stats
By Aliyah the Higher Archer level 19
80th Regrowth 123rd year of Ascendancy at 12:43 see stats
By Aliyah the Higher Archer level 27
11st Pyre 124th year of Ascendancy at 03:36 see stats
By Aliyah the Higher Archer level 28
14th Pyre 124th year of Ascendancy at 16:29 see stats
By Aliyah the Higher Archer level 30
75th Pyre 124th year of Ascendancy at 01:57 see stats
By Aliyah the Higher Archer level 10
47th Dusk 122nd year of Ascendancy at 08:11 see stats
By Aliyah the Higher Archer level 20
4th Pyre 123rd year of Ascendancy at 11:54 see stats
By Aliyah the Higher Archer level 30
74th Pyre 124th year of Ascendancy at 13:32 see stats
By Aliyah the Higher Archer level 19
17th Regrowth 123rd year of Ascendancy at 06:00 see stats
By Aliyah the Higher Archer level 26
68th Regrowth 124th year of Ascendancy at 14:52 see stats
By Aliyah the Higher Archer level 29
57th Pyre 124th year of Ascendancy at 09:30 see stats
By Aliyah the Higher Archer level 12
65th Dusk 122nd year of Ascendancy at 06:26 see stats
By Aliyah the Higher Archer level 23
44th Dusk 123rd year of Ascendancy at 17:34 see stats
By Aliyah the Higher Archer level 28
25th Pyre 124th year of Ascendancy at 00:45 see stats
By Aliyah the Higher Archer level 20
64th Pyre 123rd year of Ascendancy at 22:14 see stats
By Aliyah the Higher Archer level 30
18th Haze 124th year of Ascendancy at 22:43 see stats
Log
Corrupted Oozemancer hits Aliyah for 138 acid damage.
Corrupted Oozemancer's mucus ooze hits Aliyah for 3 blight, 26 nature (29 total damage).
Slimy ooze's Slime Spit hits Aliyah for 49 nature damage.
Poison ooze misses Aliyah.
Aliyah stops being poisoned.
Talent Shadow Shot is ready to use.
Talent Infusion: Movement is ready to use.
Talent Disengage is ready to use.
Talent Antimagic Shield is ready to use.
Talent Headshot is ready to use.
Talent Called Shots is ready to use.
Talent Pin Down is ready to use.
Aliyah redirects the effect 'Poison'!
Bloated ooze is poisoned!
Decrepitude Disease from Corrupted Oozemancer's mucus ooze hits Aliyah for 13 blight damage.
Numbing Poison from Poison ooze hits Aliyah for 8 nature damage.
You are unable to move!
Aliyah uses Infusion: Wild.
Aliyah's armour is more intact.
Aliyah is cured!
Aliyah lessens the pain.
You are unable to move!
Corrupted Oozemancer's mucus ooze uses Slime Spit.
Bloated ooze regains their balance.
Corrupted Oozemancer's mucus ooze hits Aliyah for 4 blight, 47 nature (51 total damage).
Poison from Corrupted Oozemancer hits Bloated ooze for 31 nature damage.
Corrupted Oozemancer uses Oozebeam.
Corrupted Oozemancer hits Aliyah for 172 nature damage.
Aliyah the level 30 higher archer was treehugged to death by Corrupted Oozemancer and dissolved into acidic ooze on level 3 of Sludgenest.