














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Semi-Roguelike (mild) |
Sex | Male |
Race | Dwarf |
Class | Summoner |
Level / Exp | 50 / 1884% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 26 on the 5th Stralite 123rd year of Ascendancy at 22:30 5 / 2Killed by Atamathon the Giant Golem at level 50 on the 22nd Shortage 124th year of Ascendancy at 21:50 |
Antimagic | Follower |
Primary Stats
Strength | 75 (base 39) |
Dexterity | 68 (base 28) |
Constitution | 98 (base 52) |
Magic | 30 (base 8) |
Willpower | 179.59651453135 (base 61) |
Cunning | 114 (base 64) |
Resources
Life | 2416/2416 |
Equilibrium | 68 |
Psi | 270/270 |
Healing Factor | 2.1625528913844 |
Regeneration | 96.080326467086 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 11 |
Offense: Mainhand
Damage | 176 |
Accuracy | 80 |
Crit Chance | 44% |
APR | 86 |
Speed | 1.00 |
Offense: Offhand
Damage | 158 |
Accuracy | 80 |
Crit Chance | 44% |
APR | 88 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4.1666666666667 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 92 |
Crit Chance | 69% |
Speed | 1 |
Offense: Damage Bonus
Acid | +36% |
Physical | +28% |
Cold | +31% |
All | +17% |
Darkness | +50% |
Light | +38% |
Mind | +74% |
Fire | +48% |
Nature | +62% |
Offense: Damage Penetration
Fire | +22% |
Acid | +35% |
Nature | +64% |
Darkness | +50% |
Cold | +26% |
Physical | +24% |
Mind | +44% |
All | +19% |
Defense: Base
Armour (hardiness) | 104.69923295441 (85.404685247777%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 12 |
Physical Save | 67 |
Spell Save | 81 |
Mental Save | 91 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 38%( 70%) |
Cold | + 55%( 70%) |
All | + 22%( 70%) |
Physical | + 26%( 70%) |
Lightning | + 22%( 70%) |
Light | + 58%( 70%) |
Temporal | + 22%( 70%) |
Mind | + 49%( 70%) |
Darkness | + 38%( 70%) |
Fire | + 70%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Pinning Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 857 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 28% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 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 8 turns. While Heroism is active, you will only die when reaching -775 life. The duration and life will increase by 1% for every 1% life you have lost (currently 775 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Wild-gift / Summoning (utility) | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 3/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.10 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Psionic / Feedback | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Master Summoner |
talent | Psiblades |
talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | 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 improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1818. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of focus 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 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | 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 within10 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal 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 | ![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 5.4 Power cost 20 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Quiver | ![]() 3.0 Encumbrance T4 shot ammo [Ego++] Disrupt/Master Weapon Damage 52.0 - 62.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +14.5% Capacity 20 Damage Against +17% 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% On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T5 lite [Ego++] Disrupt/Master While equipped: offense ------ Ignore resists +9% all Ignore Armor +11 defense ------ Resistance +3% all Spell save +11 (+2 eff.) other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +3 Mag +17 Wil offense ------ Critical power +15.00% Mindpower +10 (+2 eff.) defense ------ Armor +10 Fatigue +5% Resistance +23% blight Mind save +29 (+6 eff.) other ------- Infravision +7 A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+3 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+2 eff.) Spell save +15 (+3 eff.) Life +100.00 other ------- 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 224.64 arcane damage and stunned). Uses 100 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 | ![]() 2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+2 eff.) When Hit: * 18% chance to slow global speed by 77% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+4 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str offense ------ Damage +15% mind Ignore resists +10% darkness +10% mind +10% all Accuracy +10 (+4 eff.) defense ------ Armor +14 Spell save +9 (+2 eff.) Mind save +12 (+3 eff.) Life +80.00 Life Regen +16.00 Healmod +17% Confus Resist +34% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex +7 Cun +21 Con offense ------ Damage +9% mind +20% fire Ignore resists +5% mind Accuracy +15 (+5 eff.) When Hit 4 mind On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 * 22% chance to reduce all saves and defense by 47 defense ------ Resistance +16% blight +40% fire +9% mind Affinity +15% nature Spell save +19 (+4 eff.) Life Regen +2.00 Healmod +30% Stun Resist +30% other ------- Max stamina +32.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 22.0 - 24.2 Nature Uses 112% Wil, 37% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +75 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +19 Wil offense ------ Mind Crit +9% Mindpower +33 (+7 eff.) Damage +20% nature +10% acid Ignore resists +20% nature +10% acid defense ------ Resistance +25% blight +15% nature other ------- Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 10 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 153.03 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 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Wil offense ------ Damage +9% mind defense ------ Armor +2 Resistance +6% nature Unlife -60.00 life Life +51.00 Poison Resist +20% Confus Resist +20% A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 16.5 - 18.2 Mind Uses 94% Wil, 57% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +77 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +19 (+4 eff.) Damage +9% acid +11% physical +12% darkness +15% light +11% fire +24% mind +14% cold Ignore resists +6% acid +5% physical +11% darkness +3% fire +10% mind +7% cold defense ------ Armor +5 Resistance +12% cold +6% light +5% all Healmod +20% Heal-on-summon +62 other ------- Max hate +6.00 Max Summons +3 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 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con offense ------ Damage +6% light +21% darkness Ignore resists +10% darkness When Hit 8 light defense ------ Armor +13 Defense +13 (+4 eff.) Resistance +40% fire +25% light +30% cold Physical save +15 (+4 eff.) Mind save +15 (+3 eff.) Stealth +13 Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Mindpower +10 (+2 eff.) When Hit: * 20% chance to cause random gloom defense ------ Armor +40 Defense +15 (+5 eff.) Fatigue +17% Resistance +15% acid +15% light +20% blight +25% mind +20% darkness Physical save +15 (+4 eff.) Mind save +25 (+5 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +4 Masteries +0.20 Cursed/Gloom Dominate: Effective talent level: 3.5 Power cost 15 out of 25/25. Range 2 Cooldown: 8 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 33 Armour, 47 Defense and your attacks will gain 57% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 407 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Resistance +13% temporal Pinning Resist +31% Knockbk Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 3.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +9 Dex +6 Cun +7 Con offense ------ Move Speed +10% Damage +9% lightning +3% arcane Ignore resists +20% lightning +10% arcane defense ------ Fatigue -8% Resistance +21% fire +28% cold Life Regen +5.00 other ------- Stamina/turn +1.10 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+5 eff.) Mind save +18 (+4 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 5.5 Power cost 10 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 346.79 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +25 Con offense ------ Physical Power +12 (+4 eff.) Spellpower +16 (+1 eff.) Damage +9% all When Hit 34 darkness defense ------ Defense +10 (+3 eff.) Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Healmod +50% other ------- Infravision +3 See Invis +14 Telepathy Demon/Major Demon/Minor Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +10 Dex +9 Cun +8 Con offense ------ Move Speed +10% Damage +6% mind Ignore resists +5% mind When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 37% * 20% chance to reduce all saves and defense by 47 defense ------ Fatigue -9% Resistance +6% mind Life Regen +4.00 Blind Resist +33% other ------- Stamina/turn +1.30 Infravision +8 Sight +2 See Invis +15 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag offense ------ Spellpower/crit +4 defense ------ Fatigue -9% Life Regen +3.00 other ------- Mana/turn +0.31 Max mana +47.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 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 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+1 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +7 Dex +8 Con offense ------ Physical Power +36 (+10 eff.) Ignore resists +10% physical Ignore Armor +2 defense ------ Defense +10 (+3 eff.) Physical save +12 (+3 eff.) Unlife -60.00 life Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag +6 Wil offense ------ Spellpower +9 (+1 eff.) defense ------ Blind Resist +40% other ------- Infravision +6 See Stealth +8 See Invis +16 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +16 (+4 eff.) Spell save +11 (+2 eff.) Mind save +14 (+3 eff.) Blind Resist +31% other ------- Infravision +4 See Stealth +16 See Invis +13 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Psionic While equipped: Stats +9 Cun +7 Wil offense ------ Mindpower +9 (+2 eff.) On-Hit 17 physical On-Ranged-Hit 20 physical On-Hit (Melee): * 15% chance to reduce all saves and defense by 47 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 47 other ------- Hate-on-crit +3.00 Max hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str defense ------ Armor +14 Defense +5 (+2 eff.) Resistance +23% acid +6% temporal +23% cold +26% fire +25% lightning Unlife -20.00 life Life +114.00 Disarm Resist +45% Confus Resist +10% Pinning Resist +70% Knockbk Resist +40% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +14 (+1 eff.) Accuracy +12 (+4 eff.) Ignore Armor +13 defense ------ Defense +13 (+4 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Cun +5 Mag offense ------ Spellpower +10 (+1 eff.) Damage +15% light defense ------ Resistance +30% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +4 Con offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all defense ------ Spell save +14 (+3 eff.) other ------- Max stamina +23.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +16 Con offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Physical Power +14 (+4 eff.) Damage +12% light +10% all defense ------ Resistance +12% light +18% fire Spell save +19 (+4 eff.) Blind Resist +45% other ------- Max stamina +39.00 Infravision +5 See Stealth +25 See Invis +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane While equipped: Stats +8 Mag +8 Wil offense ------ Physical Power +14 (+4 eff.) Spellpower +30 (+2 eff.) Mindpower +12 (+3 eff.) Damage +3% darkness Ignore resists +27% nature On-Hit (Melee): * 10% chance to slow global speed by 77% defense ------ Defense +10 (+3 eff.) Resistance +9% nature Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Silence Resist +50% other ------- Mana/turn +0.40 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +9 Cun +5 Dex offense ------ On-Hit 28 physical On-Ranged-Hit 21 physical Ignore resists +20% mind +10% light Accuracy +27 (+9 eff.) Ignore Armor +17 On-Hit (Melee): * 20% chance to reduce all saves and defense by 47 On-Hit (Ranged): * 17% chance to reduce all saves and defense by 47 defense ------ Defense +15 (+5 eff.) other ------- Hate-on-crit +3.00 Max hate +19.00 Max psi +30.00 Disengage: Puts all charms on 10 cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 32.5 - 48.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Physical Crit +12.0% Critical power +30.00% Ignore Armor +12 Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 80.0 - 120.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +52 acid +34 nature While equipped: Stats +9 Str offense ------ Damage +17% physical Ignore resists +23% acid +19% nature Accuracy +14 (+5 eff.) Ignore Armor +13 defense ------ Resistance +3% lightning +3% cold +5% arcane Physical save +12 (+3 eff.) Confus Resist +20% Knockbk Resist +10% Massive two-handed mauls. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +4.0% Attack Speed 100% On-hit +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 50.0 - 70.0 Physical Uses 20% Mag, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str +8 Mag offense ------ Spell Crit +9% Spellpower +25 (+2 eff.) Damage +30% lightning +30% fire +30% arcane other ------- Light +1 On Spell Hit: 12% Lightning 5 On Spell Hit: 12% Flame 5 On Spell Hit: 12% Manathrust 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 43.5 - 60.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+3 eff.) Spell save +10 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Master When used to Attack: Weapon Damage 65.0 - 78.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +203 On-hit +16 lightning While equipped: offense ------ Damage +9% arcane On shield block: * Cause enemies within radius 6 to bleed for 218 physical damage over 5 turns (1/turn) When Hit 2 light defense ------ Armor +10 Fatigue +8% Resistance +19% lightning +23% fire +3% light other ------- Mana/turn +0.04 Mana-on-crit +2.00 Talents +1 Block Handheld deflection devices. |
![]() 9.0 Encumbrance T4 light armor [Ego++] Nature/Master While equipped: Stats +3 Cun +7 Dex defense ------ Armor +14 Defense +17 (+6 eff.) Fatigue +8% Resistance +9% acid +7% cold other ------- Breathe water A suit of armour made of leather. |
![]() 17.0 Encumbrance T4 massive armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Damage +6% acid When Hit 6 acid On-Hit (Melee): * 10% chance to reduce armor by 9% defense ------ Armor +20 Fatigue +16% Resistance +12% acid +9% physical +9% lightning +9% fire +9% cold +8% mind +6% temporal Physical save +9 (+2 eff.) Mind save +12 (+3 eff.) Disarm Resist +28% Stun Resist +24% Knockbk Resist +22% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag offense ------ Spellpower +25 (+2 eff.) defense ------ Armor +50 Defense +40 (+13 eff.) Fatigue +70% Resistance +10% all Physical save +35 (+9 eff.) Spell save +35 (+7 eff.) Life +270.00 Life Regen +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+7 eff.) Poison Resist +50% other ------- 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. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+0 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+3 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: defense ------ Defense +2 (+1 eff.) Resistance +20% arcane other ------- Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 2.0 Encumbrance T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: defense ------ Armor +3 Fatigue +3% Damage Reduction +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +3 Str +15 Wil offense ------ Damage +21% darkness Ignore resists +26% blight Accuracy +15 (+5 eff.) Ignore Armor +6 defense ------ Armor +11 Fatigue +5% Resistance +12% blight +15% darkness Physical save +9 (+2 eff.) Mind save +15 (+3 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con offense ------ Critical power +10.00% Physical Power +5 (+1 eff.) Spellpower/crit +2 Damage +12% blight Ignore Armor +6 defense ------ Armor +5 Fatigue +5% Resistance +11% nature Spell save +16 (+3 eff.) Life +84.00 Healmod +15% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana-on-crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Damage +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 Con +5 Mag Damage +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. This item has been sent to the Item's Vault. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +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 Encumbrance T5 red gem [Plot Item] While equipped: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +50% Light +2 Item imbue powers: Damage +20% fire When Hit 100 fire Life +60.00 Pinning Resist +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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+2 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 436.50 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 Encumbrance T5 lite [Rare] Psionic While equipped: Stats +5 Str +3 Dex +2 Cun offense ------ When Hit 10 nature defense ------ Mind save +7 (+2 eff.) other ------- Light +5 Infravision +3 See Stealth +17 See Invis +47 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 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 25 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: Stats +2 Wil offense ------ Spellpower +5 (+0 eff.) Spellpower/crit +6 Damage +3% darkness defense ------ Resistance +9% darkness other ------- Mana/turn +0.04 Max mana +20.00 Sting an enemy dealing 761 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 78. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance 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? |
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 Ronra the Dwarf Summoner level 27
28th Stralite 123rd year of Ascendancy at 14:29 see stats
By Ronra the Dwarf Summoner level 32
2nd Acquisition 123rd year of Ascendancy at 22:22 see stats
By Ronra the Dwarf Summoner level 50
1st Wealth 124th year of Ascendancy at 23:53 see stats
By Ronra the Dwarf Summoner level 32
31st Voratun 123rd year of Ascendancy at 23:28 see stats
By Ronra the Dwarf Summoner level 20
21st Iron 123rd year of Ascendancy at 22:56 see stats
By Ronra the Dwarf Summoner level 37
7th Shortage 123rd year of Ascendancy at 15:17 see stats
By Ronra the Dwarf Summoner level 38
12nd Shortage 123rd year of Ascendancy at 13:18 see stats
By Ronra the Dwarf Summoner level 50
29th Shortage 124th year of Ascendancy at 23:49 see stats
By Ronra the Dwarf Summoner level 47
40th Stralite 124th year of Ascendancy at 08:07 see stats
By Ronra the Dwarf Summoner level 36
8th Wealth 123rd year of Ascendancy at 18:48 see stats
By Ronra the Dwarf Summoner level 50
21st Dearth 124th year of Ascendancy at 20:33 see stats
By Ronra the Dwarf Summoner level 15
37th Dearth 122nd year of Ascendancy at 02:40 see stats
By Ronra the Dwarf Summoner level 35
4th Wealth 123rd year of Ascendancy at 05:48 see stats
By Ronra the Dwarf Summoner level 36
5th Wealth 123rd year of Ascendancy at 23:36 see stats
By Ronra the Dwarf Summoner level 22
3rd Steel 123rd year of Ascendancy at 00:51 see stats
By Ronra the Dwarf Summoner level 50
26th Dearth 124th year of Ascendancy at 12:08 see stats
By Ronra the Dwarf Summoner level 28
23rd Voratun 123rd year of Ascendancy at 22:25 see stats
By Ronra the Dwarf Summoner level 26
11st Stralite 123rd year of Ascendancy at 09:32 see stats
By Ronra the Dwarf Summoner level 50
26th Wealth 124th year of Ascendancy at 01:03 see stats
By Ronra the Dwarf Summoner level 43
17th Steel 124th year of Ascendancy at 14:39 see stats
By Ronra the Dwarf Summoner level 41
18th Iron 124th year of Ascendancy at 07:40 see stats
By Ronra the Dwarf Summoner level 27
27th Stralite 123rd year of Ascendancy at 08:56 see stats
By Ronra the Dwarf Summoner level 50
3rd Wealth 124th year of Ascendancy at 13:17 see stats
By Ronra the Dwarf Summoner level 33
9th Profit 123rd year of Ascendancy at 11:57 see stats
By Ronra the Dwarf Summoner level 10
13rd Profit 122nd year of Ascendancy at 22:19 see stats
By Ronra the Dwarf Summoner level 20
15th Iron 123rd year of Ascendancy at 16:33 see stats
By Ronra the Dwarf Summoner level 30
28th Voratun 123rd year of Ascendancy at 04:41 see stats
By Ronra the Dwarf Summoner level 40
25th Shortage 123rd year of Ascendancy at 20:43 see stats
By Ronra the Dwarf Summoner level 50
30th Profit 124th year of Ascendancy at 23:56 see stats
By Ronra the Dwarf Summoner level 50
24th Wealth 124th year of Ascendancy at 14:02 see stats
By Ronra the Dwarf Summoner level 44
26th Steel 124th year of Ascendancy at 07:30 see stats
By Ronra the Dwarf Summoner level 26
20th Gold 123rd year of Ascendancy at 22:33 see stats
By Ronra the Dwarf Summoner level 50
24th Wealth 124th year of Ascendancy at 02:06 see stats
By Ronra the Dwarf Summoner level 29
24th Voratun 123rd year of Ascendancy at 13:24 see stats
By Ronra the Dwarf Summoner level 35
4th Wealth 123rd year of Ascendancy at 08:02 see stats
By Ronra the Dwarf Summoner level 6
18th Voratun 122nd year of Ascendancy at 19:20 see stats
By Ronra the Dwarf Summoner level 50
26th Dearth 124th year of Ascendancy at 12:07 see stats
By Ronra the Dwarf Summoner level 11
15th Profit 122nd year of Ascendancy at 16:06 see stats
By Ronra the Dwarf Summoner level 50
24th Wealth 124th year of Ascendancy at 02:54 see stats
By Ronra the Dwarf Summoner level 50
26th Dearth 124th year of Ascendancy at 12:08 see stats
By Ronra the Dwarf Summoner level 43
9th Steel 124th year of Ascendancy at 22:49 see stats
By Ronra the Dwarf Summoner level 25
32nd Steel 123rd year of Ascendancy at 05:14 see stats
By Ronra the Dwarf Summoner level 20
15th Iron 123rd year of Ascendancy at 16:37 see stats
By Ronra the Dwarf Summoner level 17
15th Shortage 122nd year of Ascendancy at 03:27 see stats
By Ronra the Dwarf Summoner level 31
30th Voratun 123rd year of Ascendancy at 20:20 see stats
Log
Ronra can move freely once more.
Ronra receives 33 healing.
Fire drake (wild summon) overcomes the dismay
Fire drake (wild summon)'s devouring flames area effect drains life from Fire drake hatchling!
Fire drake (wild summon)'s devouring flames area effect drains life from Fire drake hatchling!
Fire drake (wild summon) receives 2 healing from Fire drake hatchling.
Fire drake (wild summon)'s devouring flames area effect hits Ronra for (23 antimagic), 0 fire (0 total damage).
Fire drake (wild summon)'s devouring flames area effect hits Fire drake hatchling for 11 fire damage.
Fire drake (wild summon)'s devouring flames area effect hits Fire drake hatchling for 11 fire damage.
Fire drake (wild summon) receives 2 healing from Fire drake hatchling.
Talent Minotaur is ready to use.
Talent Wild Summon is ready to use.
Talent Hydra is ready to use.
Ronra receives 31 healing.
Ronra receives 29 healing.
Your summoned fire drake hatchling disappears.
Your summoned fire drake hatchling disappears.
Your summoned fire drake (wild summon) disappears.
Talent Resonance Field is ready to use.
Ronra receives 27 healing.
Resting starts...
Talent Stone Golem is ready to use.
Ronra no longer has a cursed wound.
Talent Resilience of the Dwarves is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).