












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! 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:
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 | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Oozemancer |
| Level / Exp | 50 / 3559% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 3 on the 76th Pyre 122nd year of Ascendancy at 11:33 6 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 35 (base 16) |
| Dexterity | 61 (base 48) |
| Constitution | 80 (base 60) |
| Magic | 24 (base 10) |
| Willpower | 168.49862881778 (base 60) |
| Cunning | 115.10677016552 (base 60) |
Resources
| Life | 1967/1967 |
| Equilibrium | 111 |
| Healing Factor | 2.5 |
| Regeneration | 203.3903477216 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
| See Stealth | 101.32205032685 |
| See Invisible | 101.32205032685 |
Offense: Mainhand
| Damage | 212 |
| Accuracy | 79 |
| Crit Chance | 40% |
| APR | 85 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 193 |
| Accuracy | 79 |
| Crit Chance | 42% |
| APR | 55 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15.75 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 110 |
| Crit Chance | 82% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Acid | +39% |
| Nature | +139% |
| Blight | +26% |
| Physical | +24% |
| Mind | +34% |
| All | +14% |
Offense: Damage Penetration
| Acid | +44% |
| Blight | +25% |
| Physical | +8% |
| All | 0% |
| Nature | +111% |
Defense: Base
| Armour (hardiness) | 28 (48.304188961773%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 60 |
| Spell Save | 59 |
| Mental Save | 72 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 46%( 70%) |
| Cold | + 49%( 70%) |
| All | + 35%( 70%) |
| Lightning | + 49%( 70%) |
| Physical | + 43%( 70%) |
| Mind | + 60%( 70%) |
| Fire | + 56%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 96% |
| Confusion Resistance | 49% |
| Instadeath Resistance | 100% |
| Poison Resistance | 73% |
| Blind Resistance | 73% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 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 861 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 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 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 411 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Corrosive blades | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Moss | 1.60 |
| 2/5 |
| 4/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Slime | 1.40 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Ooze | 1.40 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.59 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Harmony | 1.29 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Antimagic | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Acidic Soil |
| talent | Elemental Harmony |
| talent | Psiblades |
| talent | Unstoppable Nature |
| talent | Acidic Skin |
| 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 successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Elorethra the skeleton warrior. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 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 found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 unlocked the training room. * 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: 3015. | 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Ukllmswwik and killed Slasul. | 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 within3 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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Charmaster the pair of voratun boots (0 def, 15 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Effects on melee hit: * 24 arcane resource burn Changes stats: +2 Str / +2 Dex / +6 Wil / +12 Cun / +6 Con Changes resistances: +5% arcane / +9% fire Physical save: +39 (+9 eff.) Spell save: +15 (+4 eff.) Mental save: +39 (+9 eff.) Cut immunity: +24% Stamina each turn: +1.30 Maximum stamina: +40.00 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
| On head | Emylaith the Crackleprophet (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +7 Wil Changes resistances: +15% acid / +13% physical / +14% lightning / +3% blight / +15% fire / +18% mind / +15% cold Changes resistances penetration: +25% blight Changes damage: +6% lightning / +12% blight Physical save: +12 (+3 eff.) Mental save: +24 (+6 eff.) Confusion immunity: +49% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +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. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 239.40 arcane damage and stunned) Activation costs 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 | Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
| On fingers | Dairugas the voratun ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to reduce all saves and defense by 53 Damage (Melee): 34 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 53 Damage (Ranged): 35 physical Damage when hit (Melee): 4 arcane Changes stats: +9 Cun Changes resistances: +20% mind Changes damage: +20% mind Critical mult.: +15.00% Life regen: +20.00 Hate when firing a critical mind attack: +3.00 Maximum life: +85.00 Maximum hate: +15.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +4% Mental crit. chance: +3% Healing mod.: +20% It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
| On fingers | painweaver's voratun ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Changes damage: +7% all Life regen: +16.00 Maximum life: +90.00 Spellpower: +14 (+1 eff.) Mindpower: +20 (+4 eff.) Healing mod.: +18% Rings make your fingers look great! |
| Around neck | vitalizing gold amulet of perfection (0.19 Wild-gift / Fungus,0.19 Wild-gift / Harmony)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Talent masteries: +0.19 Wild-gift / Fungus +0.19 Wild-gift / Harmony Physical save: +8 (+2 eff.) Life regen: +4.00 Maximum life: +30.00 Amulets make your neck look great! |
| In main hand | Eyal's Will (22-24 power, 85 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 121% Wil, 40% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +85 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +20 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +36 (+6 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 26 power out of 30/30) : Effective talent level: 4.5 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: 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 269.50 slime damage for 17 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 | Getulathahor the SerpentseamInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 83% Damage when hit (Melee): 2 temporal Changes resistances: +7% acid / +8% fire / +7% lightning / +7% cold Changes resistances penetration: +8% physical Changes damage: +12% nature / +10% physical Life regen: +1.30 Healing mod.: +19% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
| In off hand | Oozing Heart (17-19 power, 55 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 103% Wil, 62% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +55 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +30 manaburn arcane When wielded/worn: Changes stats: +4 Cun / +12 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+4 eff.) Mindpower: +25 (+4 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 17 power out of 20/20) : Effective talent level: 3.5 Power cost: 17 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 263.74 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
| Cloak | restorative cashmere cloak of mindcraft (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +3 Wil Changes resistances: +13% nature / +12% blight Life regen: +6.00 Mental crit. chance: +6% Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+3 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 106; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 1072%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 1072% 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 514; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
This item will automatically be transmogrified when you leave the level.blink rune (range 7; phase 21; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 21%, your defense is increased by 21 and all your resistances by 21%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.stormshield rune (threshold 35; blocks 4; dur 4; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 4 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
BlastcutInfused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +3% lightning / +12% temporal / +16% mind Changes resistances penetration: +20% lightning Changes damage: +16% mind Mental save: +20 (+5 eff.) Confusion immunity: +99% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 26 power out of 30/30) : Effective talent level: 3.5 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -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. |
This item will automatically be transmogrified when you leave the level.pixie's voratun ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +8 Mag Spellpower: +13 (+1 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Hazeream the voratun battleaxe (58-86 power, 9 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% Damage (Melee): +35 cold When wielded/worn: Physical power: +35 (+8 eff.) Changes resistances: +15% acid / +9% cold / +9% nature Changes damage: +18% mind Spell save: +12 (+3 eff.) Silence immunity: +25% Stamina each turn: +3.74 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.elemental voratun dagger of corruption (39-51 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 5). On weapon hit: * Create an explosion dealing 18 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +29% fire Changes damage: +30% fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking voratun dagger of crippling (38-49 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +11 Physical crit. chance: +14.0% Changes resistances penetration: +13% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.inquisitor's voratun longsword of disruption (42-59 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: * Deals 160 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) Damage against: +30% Unnatural Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword of daylight (40-57 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 light Damage against: +30% Undead Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword of ruin (44-61 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +12 Physical crit. chance: +15.0% Critical mult.: +32.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Kuregoromidas (15-16 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +16 Damage (Melee): 14 mind / 14 darkness Damage when hit (Melee): 12 arcane Changes resistances: +18% fire Changes damage: +9% mind / +10% darkness Talent granted: +1 Attune Mindstar Spell save: +22 (+6 eff.) Blindness immunity: +25% Poison immunity: +25% Pinning immunity: +25% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level.living mindstar 'Islybreth' (25-28 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 25.0 - 27.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 physical When wielded/worn: Accuracy: +35 (+11 eff.) Defense: +37 (+12 eff.) Changes stats: +8 Cun / +3 Str Changes resistances: +19% mind / +4% physical Changes damage: +30% arcane Talent granted: +1 Attune Mindstar Critical mult.: +34.00% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level.Hailsorrow the drakeskin leather sling Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +24 cold / +12 fire When wielded/worn: Damage when hit (Melee): 12 cold Changes stats: +8 Cun Changes resistances: +33% cold / +18% light / +18% darkness Changes resistances penetration: +25% light / +10% physical Light radius: +4 Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+3 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to 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 Activation costs 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." |
This item will automatically be transmogrified when you leave the level.lifebinding dragonbone vilestaff of fate (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Con Changes damage: +30% darkness Talent granted: +1 Command Staff Physical save: +13 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +12 (+3 eff.) Life regen: +2.00 Spellpower: +24 (+2 eff.) Spell crit. chance: +11% Healing mod.: +27% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.magelord's dragonbone magestaff (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 27 arcane Changes damage: +30% cold Talent granted: +1 Command Staff Maximum mana: +120.00 Spellpower: +24 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Glitterqueller (38-54 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 35% chance to reduce all saves and defense by 53 Damage Shield penetration (this weapon only): +37% Damage (Melee): +25 mind When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +3 Changes stats: +5 Str / +7 Wil / +7 Cun / +6 Con Changes resistances: +15% light / +24% fire Stamina each turn: +3.74 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.truestriking voratun waraxe (40-57 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +24 (+8 eff.) Armour penetration: +15 Changes resistances penetration: +14% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level.drakeskin leather belt 1.00 Encumbrance. Type: armor / belt ; tier 5 A belt that goes around your waist. |
Chaladur the Swampspawn (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +21% acid / +15% cold / +15% mind / +15% nature Changes damage: +18% nature Physical save: +15 (+3 eff.) Mental save: +14 (+3 eff.) Pinning immunity: +20% Teleport immunity: +24% Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 43 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
This item will automatically be transmogrified when you leave the level.tormentor's elven-silk robe of the mind (+24%) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Cun Changes resistances: +24% mind / +15% all Changes damage: +24% mind Critical mult.: +20.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Shimmerfury (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 temporal Changes stats: +5 Cun / +8 Wil Changes resistances: +21% lightning / +15% blight Changes resistances penetration: +15% lightning Changes damage: +30% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+0 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
This item will automatically be transmogrified when you leave the level.grounding pair of voratun boots of void walking (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +11% lightning / +39% temporal / +30% darkness Changes resistances penetration: +15% darkness / +19% temporal Defense after a teleport: +28 Resist all after a teleport: +20% New effects duration reduction after a teleport: +27% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.scholar's pair of voratun boots of phasing (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Mag / +4 Wil Spellpower: +9 (+0 eff.) It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 22 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.wanderer's pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Cun / +5 Con Physical save: +22 (+5 eff.) Mental save: +23 (+5 eff.) Stamina each turn: +1.00 Maximum stamina: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.wanderer's pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +6 Con Physical save: +25 (+6 eff.) Mental save: +21 (+5 eff.) Stamina each turn: +0.80 Maximum stamina: +36.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% 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. |
This item will automatically be transmogrified when you leave the level.aegis elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +5 Con Changes damage: +18% arcane Life regen: +4.60 Damage Shield Power: +15% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 6.5 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.clarifying elven-silk wizard hat of nature (+19%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun Changes resistances: +19% nature Changes damage: +13% nature Mental save: +14 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.fearwoven elven-silk wizard hat of the Brotherhood (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Mag / +9 Con Changes resistances: +17% darkness / +18% physical Changes damage: +20% physical / +17% darkness / +18% arcane Maximum hate: +15.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 6.5 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.stabilizing drakeskin leather cap of absorption (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +20 (+5 eff.) Stamina when hit: +2.40 Equilibrium when hit: +2.60 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.warlord's voratun helm (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +7 Wil Changes resistances: +15% physical Physical save: +15 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.rejuvenating voratun mail armour of fire resistance (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes resistances: +27% fire Life regen: +7.60 Stamina each turn: +2.20 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Cyrythra (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Changes resistances: +6% arcane Changes resistances penetration: +20% acid Changes damage: +15% arcane / +37% mind Critical mult.: +24.94% Mental save: +22 (+5 eff.) Life regen: +11.00 Maximum life: +80.00 Maximum hate: +12.47 Healing mod.: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Galekill the drakeskin leather armour (20 def, 23 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +20 (+7 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes stats: +6 Mag / +8 Cun / +5 Con Changes resistances: +18% lightning / +24% fire / +21% physical Hate when firing a critical mind attack: +4.00 Infravision radius: +4 See invisible: +9 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening voratun plate armour of natural resilience (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by arcane disrupting forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +6 Cun / +9 Wil Changes resistances: +16% nature / +16% blight Reduced damage from: +14% Unnatural Mental save: +25 (+6 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.enlightening voratun plate armour of the dragon (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +9 Cun / +7 Wil Changes resistances: +14% acid / +14% physical / +13% cold / +14% lightning / +8% fire Talent cooldown: Rush (-5 turns) Mental save: +21 (+5 eff.) Disarm immunity: +31% Stun/Freeze immunity: +40% Knockback immunity: +38% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.radiant voratun plate armour of stability (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +6 Wil Changes resistances: +29% blight / +10% physical / +27% darkness Physical save: +15 (+3 eff.) Light radius: +1 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.voratun shield of shrapnel (0 def, 10 armour, 193 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 278 physical damage over 5 turns (1/turn) Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.windwalling voratun shield of shrapnel (0 def, 10 armour, 198 block) Requires: - Shield usage training - Strength 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 278 physical damage over 5 turns (1/turn) Changes stats: +5 Wil Changes resistances: +20% physical Talent granted: +1 Block Slows Projectiles: +32% Bonus block near projectiles: +105 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.barbed quiver of dragonbone arrows of accuracy (18/18, 68-94 power, 18 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 67.5 - 94.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +38 Armour Penetration: +18 Crit. chance: +17.0% Capacity: 18 On weapon crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.elemental quiver of dragonbone arrows of annihilation (19/19, 65-91 power, 35 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 65.0 - 91.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +35 Crit. chance: +18.0% Capacity: 19 On weapon hit: * Create an explosion dealing 26 cold damage (1/turn) Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
Obsidianstalker the voratun pickaxe (dig speed 8 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +6 Str / +4 Dex / +3 Con Changes resistances: +3% acid / +9% darkness / +9% fire / +3% light / +12% lightning Changes resistances penetration: +10% darkness Changes damage: +13% mind / +13% fire Mental save: +15 (+3 eff.) Light radius: +1 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Snowsmasher [power 147] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +6% cold Changes damage: +12% fire / +12% cold It can be used to setup a psionic shield, reducing all damage taken by 147 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Heal for 71. * Reduce fatigue by 37% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 83% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to 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.) Activation costs 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
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.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Gooberman the Cornac Oozemancer level 36
62nd Dusk 123rd year of Ascendancy at 16:49 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Gooberman the Cornac Oozemancer level 21
20th Haze 122nd year of Ascendancy at 04:27 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Gooberman the Cornac Oozemancer level 36
60th Dusk 123rd year of Ascendancy at 23:01 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Gooberman the Cornac Oozemancer level 18
7th Haze 122nd year of Ascendancy at 07:40 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Gooberman the Cornac Oozemancer level 41
77th Dusk 123rd year of Ascendancy at 05:43 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Gooberman the Cornac Oozemancer level 42
7th Haze 123rd year of Ascendancy at 18:54 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Gooberman the Cornac Oozemancer level 47
62nd Haze 123rd year of Ascendancy at 11:09 see stats
Bookception! (Nightmare (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Gooberman the Cornac Oozemancer level 50
64th Pyre 124th year of Ascendancy at 07:46 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Gooberman the Cornac Oozemancer level 40
73rd Dusk 123rd year of Ascendancy at 09:59 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Gooberman the Cornac Oozemancer level 50
3rd Summertide 124th year of Ascendancy at 08:01 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Gooberman the Cornac Oozemancer level 50
70th Regrowth 124th year of Ascendancy at 13:05 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Gooberman the Cornac Oozemancer level 13
12nd Dusk 122nd year of Ascendancy at 11:15 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Gooberman the Cornac Oozemancer level 45
12nd Haze 123rd year of Ascendancy at 20:01 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Gooberman the Cornac Oozemancer level 39
69th Dusk 123rd year of Ascendancy at 15:21 see stats
Dethroned (Nightmare (Adventure) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Gooberman the Cornac Oozemancer level 50
62nd Pyre 124th year of Ascendancy at 01:11 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Gooberman the Cornac Oozemancer level 35
59th Dusk 123rd year of Ascendancy at 03:18 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Gooberman the Cornac Oozemancer level 50
1st Dusk 124th year of Ascendancy at 06:14 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Gooberman the Cornac Oozemancer level 20
16th Haze 122nd year of Ascendancy at 18:01 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Gooberman the Cornac Oozemancer level 27
6th Allure 123rd year of Ascendancy at 10:20 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Gooberman the Cornac Oozemancer level 50
65th Pyre 124th year of Ascendancy at 10:04 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Gooberman the Cornac Oozemancer level 50
6th Mirth 124th year of Ascendancy at 09:22 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Gooberman the Cornac Oozemancer level 50
44th Pyre 124th year of Ascendancy at 19:28 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gooberman the Cornac Oozemancer level 21
20th Haze 122nd year of Ascendancy at 02:18 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Gooberman the Cornac Oozemancer level 44
7th Haze 123rd year of Ascendancy at 20:07 see stats
Is that how it feels to be an escort quest?! (Nightmare (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Gooberman the Cornac Oozemancer level 30
52nd Pyre 123rd year of Ascendancy at 10:13 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Gooberman the Cornac Oozemancer level 10
1st Summertide 122nd year of Ascendancy at 19:51 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Gooberman the Cornac Oozemancer level 20
15th Haze 122nd year of Ascendancy at 03:42 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Gooberman the Cornac Oozemancer level 30
47th Pyre 123rd year of Ascendancy at 07:33 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Gooberman the Cornac Oozemancer level 40
69th Dusk 123rd year of Ascendancy at 20:08 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Gooberman the Cornac Oozemancer level 50
5th Regrowth 124th year of Ascendancy at 13:13 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Gooberman the Cornac Oozemancer level 27
3rd Regrowth 123rd year of Ascendancy at 04:00 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Gooberman the Cornac Oozemancer level 50
60th Pyre 124th year of Ascendancy at 09:49 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Gooberman the Cornac Oozemancer level 50
58th Regrowth 124th year of Ascendancy at 03:35 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Gooberman the Cornac Oozemancer level 22
33rd Haze 122nd year of Ascendancy at 08:45 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Gooberman the Cornac Oozemancer level 26
49th Haze 122nd year of Ascendancy at 09:37 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Gooberman the Cornac Oozemancer level 47
10th Allure 124th year of Ascendancy at 20:24 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Gooberman the Cornac Oozemancer level 27
1st Allure 123rd year of Ascendancy at 15:32 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Gooberman the Cornac Oozemancer level 39
69th Dusk 123rd year of Ascendancy at 19:57 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Gooberman the Cornac Oozemancer level 50
1st Dusk 124th year of Ascendancy at 06:12 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Gooberman the Cornac Oozemancer level 7
78th Pyre 122nd year of Ascendancy at 09:41 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Gooberman the Cornac Oozemancer level 21
20th Haze 122nd year of Ascendancy at 04:27 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Gooberman the Cornac Oozemancer level 29
14th Pyre 123rd year of Ascendancy at 10:29 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Gooberman the Cornac Oozemancer level 50
1st Dusk 124th year of Ascendancy at 06:14 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Gooberman the Cornac Oozemancer level 30
72nd Pyre 123rd year of Ascendancy at 13:31 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Gooberman the Cornac Oozemancer level 46
34th Haze 123rd year of Ascendancy at 02:06 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Gooberman the Cornac Oozemancer level 29
14th Pyre 123rd year of Ascendancy at 00:41 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Gooberman the Cornac Oozemancer level 25
45th Haze 122nd year of Ascendancy at 03:10 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Gooberman the Cornac Oozemancer level 16
69th Dusk 122nd year of Ascendancy at 11:25 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Gooberman the Cornac Oozemancer level 35
59th Dusk 123rd year of Ascendancy at 21:45 see stats
You were not supposed to see that! (Nightmare (Adventure) difficulty)
Read a Forbidden Tome.By Gooberman the Cornac Oozemancer level 50
60th Pyre 124th year of Ascendancy at 10:57 see stats
Log
Gooberman uses Infusion: Healing.
Gooberman receives 1027 healing from Infusion: Healing.
The rod emits a strange noise, glows briefly and returns to normal.
Resting starts...
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Healing is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
The rod emits a strange noise, glows briefly and returns to normal.
The rod emits a strange noise, glows briefly and returns to normal.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Gooberman stops regenerating health quickly.
The rod emits a strange noise, glows briefly and returns to normal.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).





















































































































