











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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Male |
Race | Higher |
Class | Writhing One |
Level / Exp | 50 / 2192% |
Size | medium |
Lifes / Deaths | Killed by skeleton master archer at level 25 on the 18th Haze 122nd year of Ascendancy at 07:11 5 / 3Killed by minotaur at level 50 on the 71st Pyre 123rd year of Ascendancy at 12:06 Killed by worm that walks (servant of DISGUSTING) at level 50 on the 56th Dusk 123rd year of Ascendancy at 06:44 |
Primary Stats
Strength | 30 (base 18) |
Dexterity | 70 (base 60) |
Constitution | 39 (base 31) |
Magic | 103 (base 60) |
Willpower | 43 (base 15) |
Cunning | 77 (base 64) |
Resources
Life | 1729/1729 |
Mana | 540/720 |
Insanity | 68/100 |
Positive | 172/197 |
Healing Factor | 1.6062543368032 |
Regeneration | 40.557922004281 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 7 |
Infravision | 9 |
See Stealth | 69.894288500862 |
See Invisible | 88.894288500862 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 166 |
Accuracy | 73 |
Crit Chance | 64% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 86 |
Crit Chance | 88% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Blight | +21% |
Arcane | +36% |
Cold | +18% |
All | +3% |
Darkness | +126% |
Light | +126% |
Temporal | +11% |
Physical | +12% |
Lightning | +18% |
Offense: Damage Penetration
Cold | +35% |
Darkness | +75% |
Light | +75% |
Temporal | +35% |
Blight | +30% |
Arcane | +106% |
Mind | +58% |
All | +25% |
Defense: Base
Armour (hardiness) | 11.999999999999 (57.718496631565%) |
Defense | 74 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 61 |
Mental Save | 48 |
Defense: Resistances
Acid | + 25%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 32%( 70%) |
All | + 25%( 70%) |
Darkness | + 64%( 75%) |
Light | + 75%( 75%) |
Temporal | + 38%( 70%) |
Physical | + 27%( 70%) |
Fire | + 34%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 37% |
Silence Resistance | 79% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 62% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 616 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 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 815% 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 11 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 17 up to 8 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | 1 stacks, +3% to all damage dealt. Chaos Orbs |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Ivyridana the banshee. Escort: lost defiler (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Dreadfell. Escort: lost tinker (level 3 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Zubuwyn the orc warrior. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. 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 foundations. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | ![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Crit.mult +20.00% Dmg.mod +6% darkness Res.pen +25% arcane On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +3 Resists +6% nature Silence- +36% Confus- +37% Stun/Frz- +32% ---------- misc Mana/turn +0.08 A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Random Unique] Arcane/Nature While equipped: Stats +1 Mag +10 Wil dps ---------- Phys.crit +8.0% Crit.mult +35.00% Phys.pwr +14 (+2 eff.) Dmg.mod +15% darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +9% temporal +17% light +3% darkness Affinity +5% darkness ---------- misc Light +5 Infravis +4 See.Invis +3 Moonlight Ray: Puts all charms on 5 cooldown Level 4.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 508.33 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +20 (+7 eff.) Dmg.mod +56% light +18% arcane Res.pen +33% mind +20% arcane Melee Ret 6 mind ----- def ----- Defense +3 (+0 eff.) Resists +30% light +12% fire Max.HP +131.53 Stun/Frz- +26% A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +3 Wil dps ---------- Spell.crit +3% Crit.mult +30.00% Phys.pwr +9 (+1 eff.) S.pwr/crit +2 Res.pen +5% darkness Apr +8 ----- def ----- Resists +12% darkness Phys.save +15 (+5 eff.) Spell.save +13 (+3 eff.) Mind.save +15 (+5 eff.) Max.HP +71.00 ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +17% light +15% cold Res.pen +10% cold On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +34% light +9% cold Max.HP +100.00 HP.reg +16.00 Heal.mod +19% Silence- +43% ---------- misc Mana/turn +0.31 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +3 Dex +5 Con dps ---------- Phys.crit +2.0% Dmg.mod +6% lightning Res.pen +15% light Melee Ret 4 physical ----- def ----- Resists +3% physical Spell.save +19 (+5 eff.) Die.at -40.00 life HP.reg +9.00 Blind- +47% Stun/Frz- +47% ---------- misc Max.stam +37.00 Infravis +4 See.Stealth +25 See.Invis +25 Can be unequipped or rerolled. 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? |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +8 Wil +9 Mag dps ---------- Phys.crit +5.0% Spell.crit +7% Crit.mult +12.00% Phys.pwr +4 (+0 eff.) Spell.pwr +11 (+2 eff.) S.pwr/crit +2 Dmg.mod +9% physical Res.pen +5% blight ----- def ----- Mind.save +10 (+4 eff.) ---------- misc Max.vim +30.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +19% Crit.mult +50.00% Phys.pwr +7 (+1 eff.) Spell.pwr +30 (+6 eff.) Melee+ 23 fire Dmg.mod +25% darkness Res.pen +20% light Acc +13 (+3 eff.) ----- def ----- Spell.save +9 (+2 eff.) Heal.mod +20% Pinning- +20% ---------- misc See.Invis +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | ![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +5 Cun dps ---------- Spell.crit +24% Spell.pwr +37 (+7 eff.) Dmg.mod +9% lightning +15% arcane +42% light +25% darkness Res.pen +26% arcane Melee Ret 6 lightning ----- def ----- Resists +39% light +5% arcane +15% all ---------- misc Mana/turn +0.37 Max.mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Mag +6 Wil +3 Con dps ---------- Dmg.mod +18% darkness Res.pen +20% darkness +10% arcane ----- def ----- Armour +9 Defense +16 (+4 eff.) Resists +19% darkness Phys.save +24 (+8 eff.) Spell.save +28 (+7 eff.) Mind.save +19 (+7 eff.) Stealth +18 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +61.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 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 3.0 Pwr.cost 17 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 53 light damage to everyone else who enters. The circle lasts 4 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. |
Inventory
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 65.56 physical damage and 120.58 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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 [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 699% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 604% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 745% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 288 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 534 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 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 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 13 Travel.spd 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 8 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 10 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 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 10 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 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 63 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 103 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 346 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 23 up to 6 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 38 up to 8 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 31 up to 6 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +11% light Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Resists +22% light +3% nature Silence- +22% ---------- misc Mana/turn +0.15 Light +3 Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% darkness +25% lightning Melee Ret 4 lightning 4 mind 4 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +9% darkness Max.HP +29.00 Disarm- +27% Pinning- +24% Knockbk- +29% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness +3% mind Acc +9 (+2 eff.) Apr +8 ----- def ----- Defense +7 (+1 eff.) Resists +22% darkness Phys.save +3 (+1 eff.) Die.at -60.00 life Max.HP +60.00 Blind- +22% ---------- misc Infravis +3 See.Stealth +11 See.Invis +7 Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 [Rare] Nature While equipped: Stats +3 Wil +3 Cun +6 Con dps ---------- Mind.pwr +25 (+9 eff.) Dmg.mod +6% light +15% darkness ----- def ----- Resists +12% darkness Phys.save +12 (+4 eff.) ---------- misc Hate/m.crit +5.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +4 Cun +2 Str dps ---------- Phys.crit +2.0% Mind.crit +2% Crit.mult +20.69% ----- def ----- Armour +10 Phys.save +9 (+3 eff.) Max.HP +44.00 Disarm- +44% Pinning- +44% Knockbk- +43% ---------- misc Stam/turn +3.10 Hate/m.crit +3.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +12 Mag +8 Con dps ---------- Dmg.mod +9% darkness Res.pen +26% temporal ----- def ----- Resists +6% temporal Crit.chn- 15.00% HP.reg +8.00 Stun/Frz- +44% ---------- misc See.Invis +25 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex dps ---------- Phys.crit +6.0% Crit.mult +20.69% Phys.pwr +15 (+2 eff.) Dmg.mod +33% blight Res.pen +25% blight Apr +2 Melee Ret 8 mind ----- def ----- Resists +18% blight +9% mind ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Dex +21 Cun +7 Con dps ---------- Dmg.mod +12% darkness Res.pen +25% light Acc +14 (+4 eff.) ----- def ----- Resists +24% lightning Crit.chn- 20.18% ---------- misc Infravis +4 See.Invis +32 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +10 Mag dps ---------- Phys.crit +6.0% Crit.mult +21.07% Phys.pwr +15 (+2 eff.) Res.pen +15% temporal Acc +25 (+6 eff.) ----- def ----- Resists +3% physical Phys.save +6 (+2 eff.) Spell.save +20 (+5 eff.) Die.at -80.00 life ---------- misc Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +8 Dex +8 Mag +7 Wil +8 Cun +1 Con dps ---------- Spell.pwr +14 (+3 eff.) Acc +16 (+4 eff.) ----- def ----- Mind.save +13 (+5 eff.) Confus- +47% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +3 Infravis +2 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Phys.pwr +31 (+5 eff.) Spell.pwr +30 (+6 eff.) Mind.pwr +34 (+12 eff.) Melee+ 28 light Ranged+ 35 light Dmg.mod +19% light +7% all Res.pen +10% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Resists +15% blight +9% fire ---------- misc Light +3 Rings make your fingers look great! |
![]() 5.0 T5 staff 2H weapon [Rare] Nature Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Mind.crit +4% Crit.mult +27.20% Spell.pwr +15 (+3 eff.) Dmg.mod +30% temporal Res.pen +34% nature ----- def ----- Armour +16 Defense +55 (+12 eff.) Resists +12% light Phys.save +24 (+8 eff.) Heal.mod +27% Silence- +20% Disarm- +27% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 254.89 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +45 (+9 eff.) Dmg.mod +30% blight ---------- misc Mana/turn +0.47 Vim/s.crit +6.00 Max.vim +40.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 17 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% darkness Res.pen +15% darkness ---------- misc Mana/turn +0.40 Max.mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Arcane Power 55.0 - 82.5 Physical Uses 50% Mag, 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +28 blight +28 light Against +21% Undead On Hit: 20% Epidemic 5 On Hit: * 23% chance to reduce strength, dexterity, and constitution by 36 While equipped: ----- def ----- Disease- +42% Massive two-handed battleaxes. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature/Master Power 65.0 - 104.0 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +45 acid +63 nature While equipped: dps ---------- Phys.crit +21.0% Crit.mult +49.00% Res.pen +35% acid +27% nature Apr +41 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Arcane Power 62.5 - 100.0 Physical Uses 50% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +24 blight On Hit: 20% Epidemic 5 On Hit: 20% Curse of Impotence 5 On Hit: * 28% chance to reduce strength, dexterity, and constitution by 36 While equipped: ----- def ----- Disease- +48% Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane/Nature Power 42.5 - 59.5 Physical Uses 50% Mag, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +19 blight On Hit: * 26% chance to reduce strength, dexterity, and constitution by 36 While equipped: Stats +12 Str +13 Dex +11 Mag +13 Wil +10 Cun +12 Con Sharp, long, and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Nature/Master Power 20.5 - 26.7 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +37 fire While equipped: dps ---------- All.spd +5% Res.pen +13% fire Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Master Power 28.0 - 36.4 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 360 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +13 (+2 eff.) Sharp, short and deadly. |
![]() 3.0 T5 shot ammo [Random Unique] Nature/Master/Psionic Power 50.0 - 60.0 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +25 Apr +6 Crit +7.0% Capacity 20 Ranged+ +28 lightning +22 physical +12 temporal +24 mind On Hit.r1 +16 mind +8 temporal On Crit.r2 +15 lightning +12 temporal +8 mind On Hit: * 27% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 185 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Rare] Master Power 68.0 - 81.6 Physical Uses 50% Cun, 50% Mag, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +22.0% Capacity 25 Ranged+ +27 blight +27 light On Hit.r1 +27 light +27 blight On Crit.r2 +27 blight +27 darkness On Hit: * 27% chance to reduce strength, dexterity, and constitution by 36 On Crit: * Wound the target dealing 360 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +1 Str +3 Dex +9 Con dps ---------- Mind.crit +5% Spell.pwr +25 (+5 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +30% physical +51% nature +27% darkness Res.pen +19% darkness +16% physical ----- def ----- Resists +12% temporal +31% nature +15% all Max.HP +60.00 Poison- +46% Disease- +43% ---------- misc Max.hate +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +6 Wil +16 Mag dps ---------- Crit.mult +10.00% Spell.pwr +20 (+4 eff.) S.pwr/crit +7 Dmg.mod +24% temporal +30% darkness +9% blight +6% fire +30% physical Res.pen +15% temporal +15% physical ----- def ----- Resists +3% physical +45% darkness +6% light +12% cold +3% nature +15% all Anom.red +15 Silence- +49% ---------- misc Hate/m.crit +3.00 Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T4 light armor [Ego+] Disrupt/Psionic While equipped: Stats +5 Cun ----- def ----- Armour +15 Defense +25 (+6 eff.) Fatigue +8% Resists +15% nature +16% blight Mind.save +21 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Nature While equipped: dps ---------- Mind.pwr +13 (+5 eff.) ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +17% acid +15% physical +17% fire +17% lightning +17% cold A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 40, based on Cunning and Magic) for 10 turns. Uses 28 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: Stats +9 Cun +10 Dex ----- def ----- Armour +17 Defense +30 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: Stats +6 Wil ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +21% blight +24% cold +30% darkness ---------- misc Light +2 A suit of armour made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature/Master While equipped: ----- def ----- Armour +20 Defense +5 (+1 eff.) Fatigue +2% Phys.save +11 (+4 eff.) HP.reg +8.00 ---------- misc Stam/turn +2.50 A suit of armour made of mail. |
![]() 2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +5 Str +6 Con dps ---------- Dmg.mod +16% darkness +3% temporal Res.pen +16% darkness Melee Ret 8 mind ----- def ----- Defense +28 (+6 eff.) Resists +9% blight +3% cold +25% darkness Phys.save +30 (+10 eff.) Stealth +25 Max.HP +79.00 Silence- +20% Disarm- +10% Knockbk- +26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +8% ----- def ----- Defense +3 (+0 eff.) Max.HP +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +33% blight Res.pen +30% arcane Melee Ret 12 blight ----- def ----- Armour +5 Fatigue +4% Resists +18% lightning Spell.save +24 (+6 eff.) Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Mana/turn +0.20 Vim/s.crit +2.72 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +14.0% Spell.crit +13% Mind.crit +14% Crit.mult +11.00% Melee+ 11 nature Dmg.mod +8% nature ----- def ----- Armour +2 Resists +8% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Earthquake: Level 4.0 Pwr.cost 17 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 84.09 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +9 (+3 eff.) Dmg.mod +3% lightning +17% physical +19% darkness Melee Ret 6 temporal On Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+0 eff.) Resists +6% temporal +19% darkness +10% fire +14% cold +14% physical Shield.pwr +14% HP.reg +3.70 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.hate +15.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Crit.mult +15.00% Res.pen +25% physical Melee Ret 10 physical ----- def ----- Armour +3 Defense +30 (+7 eff.) Fatigue +3% Phys.save +18 (+6 eff.) ---------- misc Max.stam +30.00 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% nature +15% arcane +20% light +16% darkness ----- def ----- Defense +8 (+2 eff.) Resists +42% light +24% darkness +5% arcane Crit.chn- 15.66% Heal.mod +10% Knockbk- +20% ---------- misc Max.mana +93.00 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +7 Fatigue +5% Resists +6% acid +5% cold +9% nature +3% darkness Spell.save +6 (+1 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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 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. |
![]() 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning 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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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 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 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 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. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 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 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 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. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: 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. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Crit.mult +20.00% Res.pen +10% nature ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +2.00 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 14 cooldown 100% to reduce fatigue by 39% for 2 turns. 100% to gain a 39% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +4 Str dps ---------- Crit.mult +15.00% Dmg.mod +6% darkness Acc +20 (+5 eff.) ----- def ----- Resists +3% darkness ---------- misc Stam/turn +2.00 Blast the opponent's mind dealing 448 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 110. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Mag +8 Con dps ---------- Crit.mult +20.00% Dmg.mod +9% acid +15% arcane ---------- misc Vim/s.crit +2.00 Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
By DISGUSTING the Higher Writhing One level 37
46th Regrowth 123rd year of Ascendancy at 19:00 see stats
By DISGUSTING the Higher Writhing One level 49
59th Pyre 123rd year of Ascendancy at 00:00 see stats
By DISGUSTING the Higher Writhing One level 37
44th Regrowth 123rd year of Ascendancy at 17:36 see stats
By DISGUSTING the Higher Writhing One level 47
51st Pyre 123rd year of Ascendancy at 18:41 see stats
By DISGUSTING the Higher Writhing One level 41
64th Regrowth 123rd year of Ascendancy at 01:02 see stats
By DISGUSTING the Higher Writhing One level 27
25th Haze 122nd year of Ascendancy at 02:30 see stats
By DISGUSTING the Higher Writhing One level 10
8th Dusk 122nd year of Ascendancy at 18:36 see stats
By DISGUSTING the Higher Writhing One level 39
59th Regrowth 123rd year of Ascendancy at 13:05 see stats
By DISGUSTING the Higher Writhing One level 33
29th Regrowth 123rd year of Ascendancy at 21:30 see stats
By DISGUSTING the Higher Writhing One level 30
48th Haze 122nd year of Ascendancy at 20:32 see stats
By DISGUSTING the Higher Writhing One level 25
13rd Haze 122nd year of Ascendancy at 06:21 see stats
By DISGUSTING the Higher Writhing One level 32
4th Decay 122nd year of Ascendancy at 10:31 see stats
By DISGUSTING the Higher Writhing One level 32
1st Decay 122nd year of Ascendancy at 19:00 see stats
By DISGUSTING the Higher Writhing One level 50
2nd Summertide 123rd year of Ascendancy at 22:24 see stats
By DISGUSTING the Higher Writhing One level 10
8th Dusk 122nd year of Ascendancy at 18:34 see stats
By DISGUSTING the Higher Writhing One level 20
57th Dusk 122nd year of Ascendancy at 22:02 see stats
By DISGUSTING the Higher Writhing One level 30
46th Haze 122nd year of Ascendancy at 22:31 see stats
By DISGUSTING the Higher Writhing One level 40
59th Regrowth 123rd year of Ascendancy at 13:05 see stats
By DISGUSTING the Higher Writhing One level 50
66th Pyre 123rd year of Ascendancy at 20:48 see stats
By DISGUSTING the Higher Writhing One level 50
1st Summertide 123rd year of Ascendancy at 05:31 see stats
By DISGUSTING the Higher Writhing One level 50
54th Dusk 123rd year of Ascendancy at 04:17 see stats
By DISGUSTING the Higher Writhing One level 25
18th Haze 122nd year of Ascendancy at 19:56 see stats
By DISGUSTING the Higher Writhing One level 50
56th Dusk 123rd year of Ascendancy at 04:15 see stats
By DISGUSTING the Higher Writhing One level 25
20th Haze 122nd year of Ascendancy at 03:25 see stats
By DISGUSTING the Higher Writhing One level 11
15th Dusk 122nd year of Ascendancy at 19:35 see stats
By DISGUSTING the Higher Writhing One level 40
59th Regrowth 123rd year of Ascendancy at 15:01 see stats
By DISGUSTING the Higher Writhing One level 50
56th Dusk 123rd year of Ascendancy at 04:14 see stats
By DISGUSTING the Higher Writhing One level 9
3rd Mirth 122nd year of Ascendancy at 06:59 see stats
By DISGUSTING the Higher Writhing One level 50
10th Mirth 123rd year of Ascendancy at 17:56 see stats
By DISGUSTING the Higher Writhing One level 27
25th Haze 122nd year of Ascendancy at 12:36 see stats
By DISGUSTING the Higher Writhing One level 50
56th Dusk 123rd year of Ascendancy at 04:15 see stats
By DISGUSTING the Higher Writhing One level 33
33rd Regrowth 123rd year of Ascendancy at 05:28 see stats
By DISGUSTING the Higher Writhing One level 13
31st Dusk 122nd year of Ascendancy at 18:15 see stats
By DISGUSTING the Higher Writhing One level 42
5th Pyre 123rd year of Ascendancy at 05:04 see stats
By DISGUSTING the Higher Writhing One level 24
13rd Haze 122nd year of Ascendancy at 04:19 see stats
By DISGUSTING the Higher Writhing One level 18
54th Dusk 122nd year of Ascendancy at 09:51 see stats
By DISGUSTING the Higher Writhing One level 36
44th Regrowth 123rd year of Ascendancy at 01:02 see stats
Log
High Sun Paladin Aeryn stops regenerating health quickly.
The shield around High Sun Paladin Aeryn crumbles.
High Sun Paladin Aeryn casts Bathe in Light.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 67 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 67 healing from High Sun Paladin Aeryn's healing light area effect.
There is an item here: voratun ring
High Sun Paladin Aeryn receives 67 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 67 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn casts Barrier.
The shield around High Sun Paladin Aeryn crumbles.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 67 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 67 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 67 healing from High Sun Paladin Aeryn's healing light area effect.
Ran for 4 turns (stop reason: interesting terrain).
There is an item here: voratun mace
The shield around High Sun Paladin Aeryn crumbles.
High Sun Paladin Aeryn is firmly planted in reality.
Character control switched to DISGUSTING.
Character control switched to worm that walks (servant of DISGUSTING).
Saving game...
Saving done.
Worm that walks (servant of DISGUSTING) casts Self-destruction.
Character control switched to DISGUSTING.