










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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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.
Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.2This 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! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 29 / 62% |
Size | medium |
Lifes / Deaths | Killed by Horned Horror at level 14 on the 12nd Profit 122nd year of Ascendancy at 19:47 3 / 3Killed by Horned Horror at level 14 on the 12nd Profit 122nd year of Ascendancy at 21:36 Killed by Horned Horror at level 14 on the 13rd Profit 122nd year of Ascendancy at 00:32 |
Antimagic | Follower |
Primary Stats
Strength | 56 (base 40) |
Dexterity | 11 (base 10) |
Constitution | 55 (base 36) |
Magic | 8 (base 10) |
Willpower | 85 (base 53) |
Cunning | 50 (base 10) |
Resources
Life | 1400/1400 |
Stamina | 372/372 |
Equilibrium | 10 |
Healing Factor | 1.864935892727 |
Regeneration | 20.600254154152 |
Speed
Mental | +13.25253833396% |
Attack | +13.25253833396% |
Movement | +119.94510541169% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 124 |
Accuracy | 51 |
Crit Chance | 29% |
APR | 27 |
Speed | 0.88 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 25% |
Speed | 0.88298241673947 |
Offense: Damage Bonus
Acid | +34% |
Blight | +19% |
Physical | +19% |
Cold | +54% |
All | 0% |
Lightning | +34% |
Darkness | +19% |
Fire | +19% |
Nature | +39% |
Offense: Damage Penetration
Cold | +43% |
Lightning | +56% |
Acid | +39% |
Darkness | +29% |
Blight | +29% |
Physical | +42% |
Fire | +29% |
Nature | +39% |
Defense: Base
Armour (hardiness) | 77.48859715195 (89.749889547741%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 28 |
Physical Save | 64 |
Spell Save | 46 |
Mental Save | 58 |
Defense: Resistances
Acid | + 53%( 70%) |
Blight | + 44%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 55%( 70%) |
All | + 20%( 70%) |
Physical | + 29%( 70%) |
Lightning | + 59%( 70%) |
Light | + 24%( 70%) |
Temporal | + 29%( 70%) |
Mind | + 22%( 70%) |
Darkness | + 44%( 70%) |
Fire | + 35%( 70%) |
Nature | + 59%( 70%) |
Defense: Immunities
Stun Resistance | 67% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 92% |
Disarm Resistance | 79% |
Poison Resistance | 14% |
Blind Resistance | 17% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 265 life over 5 turns. Its effects scale with your Strength 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 155 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Icy Skin |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost warrior from death by orc assassin. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by soup. Escort: lost warrior (level 4 of Dreadfell) | failed |
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 Lacerating Strikes (+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 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Willpower by +5. | 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 |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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 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 |
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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 33 ----- def ----- Resists +9% nature +3% mind Phys.save +9 (+2 eff.) Heal.mod +16% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Str dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +3% light Mind.save +9 (+2 eff.) Die.at -40.00 life Heal.mod +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 tool misc [Unique] While equipped: Stats +5 Str +5 Wil +8 Cun +5 Con dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning +7% all Phys.save +18 (+4 eff.) Mind.save +18 (+5 eff.) 10% chance when hit to absorb the whole blow. This effect has a 30 turn cooldown. 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. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil +5 Cun +5 Con dps ---------- Mind.pwr +7 (+2 eff.) Acc +11 (+4 eff.) Apr +7 On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +11 (+5 eff.) Resists +9% temporal +3% light +3% darkness Phys.save +10 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Con ----- def ----- Resists +6% nature +7% blight Crit.dmg- 15.00% Die.at -20.00 life Heal.mod +20% Poison- +14% Disease- +14% Disarm- +10% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +1 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +7 Defense +7 (+3 eff.) Resists +7% acid +3% darkness +7% fire +7% cold +5% arcane +5% lightning Phys.save +17 (+4 eff.) Mind.save +9 (+2 eff.) Die.at -60.00 life Teleport- +20% A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 188% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +40 lightning +59 cold On Hit: * 10 arcane resource burn While equipped: dps ---------- Mov.spd +50% Res.pen +27% lightning +13% physical +14% cold Acc +21 (+7 eff.) Apr +16 ----- def ----- Resists +6% blight +3% cold +3% temporal +9% lightning Massive two-handed swords. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +23 Defense +9 (+4 eff.) Fatigue +16% Resists +13% acid +6% physical +6% darkness +12% lightning +5% cold +6% nature +9% fire Phys.save +6 (+1 eff.) Spell.save +9 (+3 eff.) Mind.save +16 (+4 eff.) Disarm- +29% Stun/Frz- +20% Knockbk- +28% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 49% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +2 Defense +10 (+4 eff.) Resists +5% physical Cut- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +11 Lck +3 Cun dps ---------- Mind.crit +2% Dmg.mod +6% mind Acc +8 (+3 eff.) ----- def ----- Defense +8 (+4 eff.) Resists +16% darkness +16% fire +12% light +15% cold Unseen.red 13% Blind- +20% ---------- misc Hate/m.crit +2.00 Max.psi +10.00 Amulets make your neck look great! |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 51.28 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature +0 manaburn arcane On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Resists +0% arcane +0% blight Spell.save +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 5.0 T2 greatmaul 2H weapon [Rare] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit.r2 +4 physical While equipped: Stats +12 Con +10 Wil dps ---------- Phys.crit +1.0% ----- def ----- Defense +15 (+6 eff.) Resists +2% physical Die.at -60.00 life Max.HP +20.00 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master Power 128% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +4 physical On Crit.r2 +33 fire While equipped: Stats +2 Str +10 Wil +7 Con dps ---------- All.spd +4% Res.pen +10% physical +13% fire Acc +12 (+4 eff.) Apr +1 ----- def ----- Defense +9 (+4 eff.) Max.HP +31.00 Disarm- +34% ---------- misc Max.stam +20.00 Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 158% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+12 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +20 acid On Crit.r2 +16 acid On Crit: * Deals 93 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +12% acid +12% fire +15% cold +12% physical Res.pen +8% acid +7% fire +6% cold +9% physical ----- def ----- Resists +9% acid Heal/summ +40 ---------- misc Hate/kill +3.00 Psi/kill +4.00 Max.summ +2 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 121.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 waraxe 1H weapon Reqs Dex 24 [Unique] Nature/Master Power 141% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex +1 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 ---------- misc Equi/ret +0.08 Max.psi +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +2% physical Crit.dmg- 5.00% HP.reg +4.00 Heal.mod +15% A cap made of leather. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +11 Defense +4 (+2 eff.) Fatigue +12% Resists +16% blight +8% cold +20% darkness +5% acid ---------- misc Light +1 Breathe water A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% mind Res.pen +10% physical ----- def ----- Armour +11 Defense +15 (+6 eff.) Fatigue +22% Resists +18% acid +3% temporal Spell.save +12 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Disrupt While equipped: Stats +1 Wil +4 Cun +3 Con ----- def ----- Armour +9 Fatigue +22% Resists +11% blight +12% nature +3% light A suit of armour made of metal plates. |
![]() 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 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) 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 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 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 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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
Achievements
By soup the Dwarf Wyrmic level 25
25th Dearth 122nd year of Ascendancy at 06:17 see stats
By soup the Dwarf Wyrmic level 25
23rd Dearth 122nd year of Ascendancy at 02:26 see stats
By soup the Dwarf Wyrmic level 19
12nd Wealth 122nd year of Ascendancy at 23:51 see stats
By soup the Dwarf Wyrmic level 29
35th Dearth 122nd year of Ascendancy at 03:52 see stats
By soup the Dwarf Wyrmic level 19
24th Wealth 122nd year of Ascendancy at 23:48 see stats
By soup the Dwarf Wyrmic level 28
31st Dearth 122nd year of Ascendancy at 15:09 see stats
By soup the Dwarf Wyrmic level 18
36th Profit 122nd year of Ascendancy at 12:18 see stats
By soup the Dwarf Wyrmic level 19
12nd Wealth 122nd year of Ascendancy at 23:49 see stats
By soup the Dwarf Wyrmic level 10
3rd Acquisition 122nd year of Ascendancy at 16:37 see stats
By soup the Dwarf Wyrmic level 20
16th Dearth 122nd year of Ascendancy at 23:20 see stats
By soup the Dwarf Wyrmic level 26
28th Dearth 122nd year of Ascendancy at 05:30 see stats
By soup the Dwarf Wyrmic level 18
36th Profit 122nd year of Ascendancy at 14:35 see stats
By soup the Dwarf Wyrmic level 29
31st Dearth 122nd year of Ascendancy at 18:04 see stats
By soup the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 14:43 see stats
By soup the Dwarf Wyrmic level 13
8th Profit 122nd year of Ascendancy at 19:45 see stats
By soup the Dwarf Wyrmic level 27
30th Dearth 122nd year of Ascendancy at 13:59 see stats
By soup the Dwarf Wyrmic level 19
45th Profit 122nd year of Ascendancy at 17:39 see stats
By soup the Dwarf Wyrmic level 23
22nd Dearth 122nd year of Ascendancy at 13:01 see stats
Log
Today is the 35th Dearth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:46.
Ran for 3 turns (stop reason: interesting character).