












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. 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:
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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Thalore |
Class | Oozemancer |
Level / Exp | 50 / 3177% |
Size | big |
Lifes / Deaths | Killed by Hakel the onilug at level 25 on the 55th Dusk 122nd year of Ascendancy at 08:58 6 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 36 (base 18) |
Dexterity | 83 (base 51) |
Constitution | 47 (base 36) |
Magic | 17 (base 8) |
Willpower | 131.17831832123 (base 65) |
Cunning | 115 (base 57) |
Resources
Life | 1669/1669 |
Equilibrium | 61 |
Healing Factor | 1.7023364354647 |
Regeneration | 86.874380176643 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +76.923076923077% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 14 |
See Stealth | 66.300627033409 |
See Invisible | 79.300627033409 |
Offense: Mainhand
Damage | 189 |
Accuracy | 71 |
Crit Chance | 69% |
APR | 89 |
Speed | 1.00 |
Offense: Offhand
Damage | 171 |
Accuracy | 71 |
Crit Chance | 69% |
APR | 89 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18.333333333333 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 102 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +49% |
Nature | +100% |
Blight | +16% |
Physical | +14% |
Mind | +18% |
All | +7% |
Offense: Damage Penetration
Acid | +69% |
Lightning | +25% |
Nature | +98% |
Cold | +15% |
Blight | +5% |
Physical | +11% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 17 (48.304188961773%) |
Defense | 73 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 50 |
Mental Save | 62 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 57%( 70%) |
Physical | + 44%( 70%) |
Cold | + 60%( 70%) |
All | + 38%( 70%) |
Lightning | + 52%( 70%) |
Light | + 55%( 70%) |
Temporal | + 47%( 70%) |
Mind | + 54%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 55%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 71% |
Confusion Resistance | 82% |
Instadeath Resistance | 100% |
Poison Resistance | 71% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 844% 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. |
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 magical and physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 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 776 life over 5 turns. Its effects scale with your Cunning 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 270 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -537 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 537 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Wild-gift / Corrosive blades | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Wild-gift / Moss | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Wild-gift / Slime | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Race / Thalore | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Acidic Soil |
talent | Unstoppable Nature |
talent | Acidic Skin |
talent | Mitosis |
talent | Psiblades |
detrimental effect | Reduces global action speed by 30%. Slow |
detrimental effect | The target is poisoned and sick, doing 194.66 nature damage per turn. Each time it tries to use a talent there is 14% chance of failure. Crippling Poison |
beneficial effect | Acid damage increased by 17%. Corrosive Nature |
beneficial effect | You lay mucus where you walk. Mucus |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
beneficial effect | You gain 83% resistance against acid, nature and darkness. Resolve |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
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. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Rasilla. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by emperor wight. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You failed to protect the lost tinker from death by Isona the skeleton magus. Escort: lost tinker (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * 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: 3255. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed ritch stinger. * You've found the needed chunk of ghoul flesh. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed vampire lord fang. * You've found the needed giant spider spinneret. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +20.00% Res.pen +25% fire ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +11% temporal ---------- misc Psi/ret +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +20.00% Dmg.mod +18% nature +11% mind Apr +4 Melee Ret 10 nature ---------- misc Max.stam +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Nature While equipped: Stats +17 Cun dps ---------- Acc +22 (+6 eff.) On Melee Ret: * 35% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +21 (+5 eff.) Fatigue +5% Resists +6% lightning +12% fire +9% darkness +20% cold ---------- misc Breathe water A cap made of leather. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 216.14 arcane damage and stunned). Uses 73 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 | ![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Cun +2 Str dps ---------- Dmg.mod +15% acid Res.pen +25% lightning +25% acid Acc +8 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Resists +15% acid +9% fire ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +64.00 HP.reg +19.00 Heal.mod +16% Stun/Frz- +60% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +9% blight Res.pen +5% blight Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Resists +9% lightning Mind.save +8 (+2 eff.) Max.HP +63.00 HP.reg +7.00 Heal.mod +13% Confus- +32% Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Res.pen +15% cold On Hit (Melee): * 10% chance to slow global speed by 80% ----- def ----- Resists +6% acid +3% temporal +28% light +3% blight +15% cold +26% mind +30% darkness Spell.save +9 (+3 eff.) Blind- +73% Confus- +50% ---------- misc Infravis +10 Sight +2 See.Invis +13 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 121% Wil, 40% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +85 Crit +5.0% Atk.spd 100% While equipped: Stats +20 Wil dps ---------- Mind.crit +9% Mind.pwr +36 (+6 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 4.5 Pwr.cost 22 out of 20/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 209.23 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +7 Dex +2 Wil +5 Cun dps ---------- Phys.crit +14.0% Mind.crit +13% Phys.pwr +10 (+2 eff.) Mind.pwr +9 (+2 eff.) ----- def ----- Resists +15% blight +3% acid Phys.save +14 (+5 eff.) Spell.save +13 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 16.5 - 18.2 Nature Uses 101% Wil, 61% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +85 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +11% Mind.pwr +20 (+4 eff.) Melee+ 7 physical Dmg.mod +7% physical Res.pen +11% physical ----- def ----- Resists +10% physical ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +8 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +3 (+1 eff.) Resists +6% fire Phys.save +11 (+4 eff.) Mind.save +36 (+9 eff.) Die.at -50.00 life ---------- misc Psi/ret +0.04 Hate/m.crit +3.00 Max.hate +2.00 Max.psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss 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
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -698 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 698 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 703 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil +7 Cun +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +10 (+2 eff.) Phys.spd +10% Dmg.mod +18% blight +8% physical ----- def ----- Phys.save +12 (+4 eff.) Mind.save +10 (+3 eff.) Confus- +17% Amulets make your neck look great! This item has been sent to the Item's Vault. |
![]() 0.1 T5 amulet jewelry [Random Unique] Master While equipped: Stats +1 Str +9 Dex +3 Wil +8 Cun +6 Con dps ---------- Phys.crit +1.0% Phys.pwr +9 (+2 eff.) Mov.spd +10% Phys.spd +10% Dmg.mod +9% physical Acc +20 (+5 eff.) On Hit (Melee): * 10% chance to slow global speed by 80% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue -10% Res.Cap +4% all Phys.save +18 (+6 eff.) HP.reg +4.00 ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
![]() 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 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-1 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. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+1 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 4.5 Pwr.cost 22 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 7 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% nature Melee Ret 4 nature ----- def ----- Resists +6% lightning +11% fire +3% nature +12% cold Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego+] Nature While equipped: Stats +16 Lck +8 Cun dps ---------- Acc +11 (+3 eff.) ----- def ----- Defense +20 (+5 eff.) Unseen.red 18% Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +7 Dex ----- def ----- Resists +30% temporal Pinning- +43% Knockbk- +32% Amulets make your neck look great! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +3% fire Phys.save +7 (+2 eff.) Spell.save +16 (+5 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! |
![]() 0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +10 (+2 eff.) Acc +11 (+3 eff.) Apr +11 ----- def ----- Defense +11 (+3 eff.) Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +3 Wil +6 Cun dps ---------- Dmg.mod +13% acid +15% physical Phasing +20% Acc +8 (+2 eff.) ----- def ----- Resists +26% acid +15% physical +6% darkness Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +7% nature +8% blight Poison- +14% Disease- +20% Stun/Frz- +60% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% blight ----- def ----- Resists +10% blight Spell.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Master Power 52.5 - 84.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.pwr +16 (+4 eff.) Res.pen +14% physical ----- def ----- Disarm- +25% Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Cyst Burst 1 On Hit: 25% Epidemic 1 While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. This item has been sent to the Item's Vault. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt Power 23.0 - 25.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +27% Unnatural On 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% While equipped: dps ---------- Phys.crit +2.0% Mind.crit +5% Phys.pwr +5 (+1 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +6% acid +9% temporal +6% blight +6% cold +9% all Disease- +22% ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 29 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 73 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. This item has been sent to the Item's Vault. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 darkness On Crit.r2 +8 darkness +4 nature On Hit: * 20% chance to slow global speed by 80% While equipped: Stats +1 Cun +1 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +4% nature +4% physical Res.pen +2% physical ----- def ----- Resists +4% blight +5% physical Heal.mod +14% Heal/summ +16 Disease- +13% ---------- misc Talents +1 Attune Mindstar 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 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +8 fire While equipped: Stats +7 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +12% acid +12% fire +8% cold +13% physical Res.pen +6% acid +5% fire +10% cold +10% physical Melee Ret 6 fire On Hit (Melee): * 10% chance to slow global speed by 80% ----- def ----- Resists +9% temporal +3% fire +3% darkness +10% all Spell.save +8 (+2 eff.) Heal/summ +36 ---------- misc Max.summ +2 Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic 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 mindstar 1H weapon [Rare] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Cun +2 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) Dmg.mod +5% nature Res.pen +15% nature ----- def ----- Resists +5% blight Disease- +13% ---------- misc Talents +1 Attune Mindstar 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 T4 mindstar 1H weapon [Random Unique] Nature Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +12 lightning While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 16 acid Dmg.mod +20% acid +8% nature Res.pen +10% lightning +6% nature +42% acid ----- def ----- Resists +16% acid +8% nature Phys.save +6 (+2 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+2 eff.) HP.reg +4.00 ---------- misc Equi/ret +1.70 Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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 T4 mindstar 1H weapon [Rare] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Crit.mult +20.00% Mind.pwr +33 (+6 eff.) Res.pen +20% mind +20% blight ----- def ----- Resists +9% blight +15% temporal Mind.save +12 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Attune Mindstar 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. |
![]() 7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+4 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 145 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." |
Viper's Retort (24-29 power, 8 apr, nature element) Viper's Retort (24-29 power, 8 apr, nature element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 24.0 - 28.8 Nature Uses 65% Mag, 65% Cun Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Spell.crit +25% Spell.pwr +10 (+1 eff.) Dmg.mod +20% acid +20% nature ---------- misc Cooldown Healing Light -1 Poison Storm -2 Venomous Strike -2 Arcane Reconstruction -2 The top of this ebony staff is carved in the shape of a viper's head. Venom drips from its fangs, and its black eyes gleam with serpentine cunning. This item has been sent to the Item's Vault. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +22% Crit.mult +16.00% Spell.pwr +15 (+2 eff.) Dmg.mod +30% blight ----- def ----- Phys.save +11 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Arcane/Master Power 37.5 - 52.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 25 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +21% lightning Res.pen +22% lightning One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+3 eff.) ----- def ----- Resists +6% fire +6% cold HP.reg +2.00 Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Psi/ret +0.04 Light +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Defense +8 (+2 eff.) Resists +12% acid Spell.save +6 (+2 eff.) Stealth +6 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. This item has been sent to the Item's Vault. |
![]() 2.0 T4 cloth armor [Rare] Nature While equipped: Stats +4 Con +4 Mag dps ---------- Mind.crit +8% Dmg.mod +20% nature ----- def ----- Resists +30% nature +13% all Crit.chn- 15.00% ---------- misc Max.hate +4.00 Max.vim +20.00 Light +3 See.Invis +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +12 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +22% acid +20% physical +25% fire +25% mind +25% cold Res.pen +20% mind ----- def ----- Resists +20% acid +19% physical +9% lightning +3% temporal +19% fire +19% cold +21% nature +15% all Crit.chn- 10.00% HP.reg +4.00 ---------- misc Mana/turn +0.35 Psi/turn +1.17 Max.psi +40.00 Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature +9% lightning Melee Ret 4 lightning ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +10% blight +9% lightning +11% all Phys.save +17 (+6 eff.) Max.HP +40.00 HP.reg +2.20 Heal.mod +16% Poison- +22% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +9% Spell.pwr +8 (+1 eff.) Dmg.mod +39% light +18% darkness ----- def ----- Resists +34% light +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +7% Spell.pwr +21 (+2 eff.) Dmg.mod +12% darkness +10% light +11% all ----- def ----- Resists +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Resists +5% arcane Max.HP +20.00 Heal.mod +5% Knockbk- +20% ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +7 Str +6 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +4 Fatigue +3% HP.reg +7.00 Heal.mod +15% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +6% physical ----- def ----- Armour +3 Defense +25 (+6 eff.) Fatigue +3% Resists +15% lightning +6% cold +13% mind Spell.save +6 (+2 eff.) Mind.save +19 (+5 eff.) Confus- +28% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Disrupt While equipped: Stats +3 Wil +1 Con dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 40% ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +5% blight Crit.chn- 15.00% ---------- misc Light +1 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 2.5 Pwr.cost 44 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 T5 head armor [Rare] Psionic While equipped: Stats +6 Wil +6 Cun +6 Con dps ---------- Mind.pwr +25 (+4 eff.) Dmg.mod +12% nature Melee Ret 10 nature ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning +15% cold +5% arcane ---------- misc Hate/m.crit +4.00 Infravis +3 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +20 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Mind.save +18 (+5 eff.) ---------- misc Max.psi +10.00 A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Max.HP +44.00 HP.reg +7.10 Heal.mod +15% ---------- misc Stam/turn +1.70 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Arcane While equipped: Stats +5 Str +8 Mag +6 Wil dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +9% Phys.pwr +20 (+5 eff.) Spell.pwr +21 (+2 eff.) Mind.pwr +19 (+3 eff.) Melee+ 15 acid 22 fire Melee Ret 15 acid 13 fire ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +15% lightning +27% fire +26% acid A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Rare] Nature While equipped: Stats +3 Mag +5 Con dps ---------- Mind.crit +6% Mind.pwr +15 (+3 eff.) Melee Ret 10 mind 6 darkness ----- def ----- Max.HP +80.00 ---------- misc Psi/ret +0.20 Light +5 Infravis +2 See.Invis +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Str +4 Wil +1 Cun dps ---------- Dmg.mod +5% mind Res.pen +5% physical Acc +5 (+2 eff.) ---------- misc Max.stam +30.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% nature +10% fire Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 80% ----- def ----- Resists +9% nature +18% blight Max.HP +54.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 15 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 28 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 Item imbue powers: Dmg.mod +20% fire Melee Ret 100 fire Max.HP +60.00 Pinning- +50% Light +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 power out of 364/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% fire Res.pen +25% acid +25% fire Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce armor by 21% ----- def ----- Resists +12% acid Blast the opponent's mind dealing 437 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
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.
Achievements
By Rasilla the Thalore Oozemancer level 38
35th Haze 122nd year of Ascendancy at 08:57 see stats
By Rasilla the Thalore Oozemancer level 50
6th Pyre 123rd year of Ascendancy at 11:23 see stats
By Rasilla the Thalore Oozemancer level 37
33rd Haze 122nd year of Ascendancy at 13:19 see stats
By Rasilla the Thalore Oozemancer level 19
13rd Dusk 122nd year of Ascendancy at 14:27 see stats
By Rasilla the Thalore Oozemancer level 43
47th Haze 122nd year of Ascendancy at 03:13 see stats
By Rasilla the Thalore Oozemancer level 50
1st Decay 123rd year of Ascendancy at 04:40 see stats
By Rasilla the Thalore Oozemancer level 50
25th Dusk 123rd year of Ascendancy at 00:51 see stats
By Rasilla the Thalore Oozemancer level 41
43rd Haze 122nd year of Ascendancy at 22:41 see stats
By Rasilla the Thalore Oozemancer level 39
40th Haze 122nd year of Ascendancy at 20:18 see stats
By Rasilla the Thalore Oozemancer level 31
79th Dusk 122nd year of Ascendancy at 13:06 see stats
By Rasilla the Thalore Oozemancer level 50
79th Dusk 123rd year of Ascendancy at 23:13 see stats
By Rasilla the Thalore Oozemancer level 23
52nd Dusk 122nd year of Ascendancy at 14:54 see stats
By Rasilla the Thalore Oozemancer level 23
45th Dusk 122nd year of Ascendancy at 04:55 see stats
By Rasilla the Thalore Oozemancer level 49
51st Regrowth 123rd year of Ascendancy at 02:51 see stats
By Rasilla the Thalore Oozemancer level 50
71st Dusk 123rd year of Ascendancy at 06:01 see stats
By Rasilla the Thalore Oozemancer level 50
53rd Regrowth 123rd year of Ascendancy at 04:49 see stats
By Rasilla the Thalore Oozemancer level 31
70th Dusk 122nd year of Ascendancy at 07:16 see stats
By Rasilla the Thalore Oozemancer level 10
3rd Mirth 122nd year of Ascendancy at 20:42 see stats
By Rasilla the Thalore Oozemancer level 20
28th Dusk 122nd year of Ascendancy at 07:21 see stats
By Rasilla the Thalore Oozemancer level 30
68th Dusk 122nd year of Ascendancy at 18:25 see stats
By Rasilla the Thalore Oozemancer level 40
40th Haze 122nd year of Ascendancy at 20:18 see stats
By Rasilla the Thalore Oozemancer level 50
51st Regrowth 123rd year of Ascendancy at 05:00 see stats
By Rasilla the Thalore Oozemancer level 50
42nd Dusk 123rd year of Ascendancy at 01:26 see stats
By Rasilla the Thalore Oozemancer level 23
41st Dusk 122nd year of Ascendancy at 09:13 see stats
By Rasilla the Thalore Oozemancer level 46
30th Regrowth 123rd year of Ascendancy at 16:05 see stats
By Rasilla the Thalore Oozemancer level 28
58th Dusk 122nd year of Ascendancy at 09:16 see stats
By Rasilla the Thalore Oozemancer level 42
46th Haze 122nd year of Ascendancy at 03:33 see stats
By Rasilla the Thalore Oozemancer level 26
55th Dusk 122nd year of Ascendancy at 22:29 see stats
By Rasilla the Thalore Oozemancer level 40
40th Haze 122nd year of Ascendancy at 22:14 see stats
By Rasilla the Thalore Oozemancer level 50
79th Dusk 123rd year of Ascendancy at 23:13 see stats
By Rasilla the Thalore Oozemancer level 10
4th Mirth 122nd year of Ascendancy at 12:16 see stats
By Rasilla the Thalore Oozemancer level 22
38th Dusk 122nd year of Ascendancy at 06:34 see stats
By Rasilla the Thalore Oozemancer level 46
30th Regrowth 123rd year of Ascendancy at 00:13 see stats
By Rasilla the Thalore Oozemancer level 50
63rd Pyre 123rd year of Ascendancy at 16:44 see stats
By Rasilla the Thalore Oozemancer level 23
41st Dusk 122nd year of Ascendancy at 08:50 see stats
By Rasilla the Thalore Oozemancer level 14
2nd Summertide 122nd year of Ascendancy at 18:23 see stats
By Rasilla the Thalore Oozemancer level 37
32nd Haze 122nd year of Ascendancy at 18:15 see stats
Log
Rasilla's nature slow area effect hits Doomed Shade of Rasilla for 0 nature, 121 healing (0 total damage) [121 healing].
Rasilla's confounding nature area effect hits Doomed Shade of Rasilla's mucus ooze for 246 nature damage.
Rasilla's confounding nature area effect hits Doomed Shade of Rasilla for 103 nature, 149 healing (103 total damage) [149 healing].
Doomed Shade of Rasilla gains 15% of a turn from Ancestral Life.
Rasilla gains 8% of a turn from Ancestral Life.
Talent Mucus is ready to use.
Talent Nourishing Moss is ready to use.
Rasilla's nature slow area effect killed Doomed Shade of Rasilla's mucus ooze!
Rasilla shares damage with her oozes!
Rasilla HEALS from nature damage!
Rasilla's nature slow area effect killed Bloated ooze!
Doomed Shade of Rasilla receives 89 healing from Unnatural Body.
Crippling Poison from Doomed Shade of Rasilla hits Rasilla for 84 nature, 136 healing (84 total damage) [136 healing].
Bleeding from Doomed Shade of Rasilla hits Doomed Shade of Rasilla for 0 physical damage.
Rasilla gains 6% of a turn from Ancestral Life.
Doomed Shade of Rasilla uses Thorn Grab.
Doomed Shade of Rasilla's mind surges with critical power!
Rasilla redirects the effect 'Thorn Grab'!
Doomed Shade of Rasilla uses Oozewalk.
Doomed Shade of Rasilla is fully armored again.
Doomed Shade of Rasilla speeds up.
Doomed Shade of Rasilla stops bleeding.
Doomed Shade of Rasilla's mucus ooze uses Slime Spit.
Doomed Shade of Rasilla's mucus ooze's mind surges with critical power!
Rasilla shares damage with her oozes!
Rasilla HEALS from nature damage!
Doomed Shade of Rasilla's mucus ooze hits Rasilla for 27 nature, 44 healing (27 total damage) [44 healing].
Rasilla gains 2% of a turn from Ancestral Life.
Rasilla uses Mucus.