















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 50 / 1249% |
| Size | medium |
| Lifes / Deaths | Killed by Mayevea the barrow wight at level 24 on the 51st Haze 122nd year of Ascendancy at 08:44 0 / 8Killed by ghoulking at level 28 on the 56th Haze 122nd year of Ascendancy at 06:38 Killed by Elodalrath the orc summoner at level 33 on the 2nd Regrowth 123rd year of Ascendancy at 00:20 Killed by Mayimira the orc high cryomancer at level 38 on the 75th Regrowth 123rd year of Ascendancy at 19:05 Killed by Ikkgor the champion of Urh'Rok at level 46 on the 32nd Pyre 123rd year of Ascendancy at 07:10 Killed by Aribrena the orc high pyromancer at level 48 on the 33rd Pyre 123rd year of Ascendancy at 23:22 Killed by Elandar at level 49 on the 35th Pyre 123rd year of Ascendancy at 22:29 Killed by Doomed Shade of Caran at level 50 on the 54th Pyre 123rd year of Ascendancy at 00:27 |
| Antimagic | Follower |
Primary Stats
| Strength | 42 (base 12) |
| Dexterity | 85 (base 54) |
| Constitution | 71 (base 55) |
| Magic | 21 (base 10) |
| Willpower | 95.446988343835 (base 45) |
| Cunning | 103.71930290627 (base 60) |
Resources
| Life | 1421/1752 |
| Stamina | 261/411 |
| Equilibrium | 93 |
| Healing Factor | 1.9318019533319 |
| Regeneration | 64.914765727151 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 70.047576876295 |
| See Invisible | 70.047576876295 |
Offense: Mainhand
| Damage | 129 |
| Accuracy | 66 |
| Crit Chance | 58% |
| APR | 79 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 121 |
| Accuracy | 66 |
| Crit Chance | 60% |
| APR | 53 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Mind
| Mindpower | 78 |
| Crit Chance | 75% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +108% |
| Acid | +50% |
| Light | +40% |
| Darkness | +40% |
| Blight | +28% |
| Cold | +42% |
| Mind | +31% |
| All | +25% |
Offense: Damage Penetration
| Darkness | +20% |
| Temporal | +15% |
| Nature | +55% |
| Lightning | +25% |
| Acid | +20% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 33 (53.292302510663%) |
| Defense | 78 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 45 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 55%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 55%( 70%) |
| Cold | + 70%( 70%) |
| All | + 49%( 70%) |
| Lightning | + 52%( 70%) |
| Temporal | + 51%( 70%) |
| Physical | + 52%( 70%) |
| Darkness | + 66%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Disarm Resistance | 20% |
| Poison Resistance | 23% |
| Silence Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 564 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 40% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 854% 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 Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Cunning / Artifice | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Crippling Poison |
| talent | Psiblades |
| talent | Leeching Poison |
| talent | Antimagic Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You 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 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 Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the worried loremaster from death by Velivena the wolf. Escort: worried loremaster (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * 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: 962. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Zubimina' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Crit.mult +10.00% Dmg.mod +3% blight +6% mind Res.pen +5% temporal Melee Ret 2 mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Rush: Puts all charms on 21 cooldown Level 5.9 Pwr.cost 21 out of 25/25. Range 10 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 148, 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 348.60 darkness damage (based on Mindpower and charge). Uses 9 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. |
| On head | Emytha the drakeskin leather cap (33 def, 14 armour)2.0 T5 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +14 Defense +33 (+7 eff.) Fatigue +5% Resists +6% darkness +7% all Phys.save +15 (+5 eff.) Mind.save +18 (+5 eff.) Disarm- +20% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
| On hands | Spellhunt Remnants (3 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+2 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+0 eff.) Spell.save +8 (+2 eff.) Max.HP +60.00 Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +12 Crit +8.0% Atk.spd 83% Melee+ +15 silence On Hit: 5% Mana Clash 1 On Hit: * 20 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | Zubyretira the voratun torque of psionic shield [power 127] (17/21 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: ----- def ----- Armour +6 Resists +2% physical +6% darkness +3% temporal Spell.save +9 (+3 eff.) Silence- +20% Setup a psionic shield, reducing all damage taken by 127 for 5 turns Puts all charms on 21 cooldown Res.pen: + 24% all for 2 turns. Fatigue - 46% for 2 turns. Dmg.mod: + 21% all for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's voratun ring of misery0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +10 Str +10 Cun +9 Con dps ---------- Phys.pwr +13 (+4 eff.) Melee+ 35 physical Ranged+ 24 physical On Hit (Melee): * 17% chance to reduce all saves and defense by 42 On Hit (Ranged): * 18% chance to reduce all saves and defense by 42 ---------- misc Hate/m.crit +2.00 Max.hate +14.00 Bleeding Edge: Puts all charms on 17 cooldown Level 5.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
| On fingers | voratun amber ring0.1 T5 ring jewelry [Random Unique] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Phys.pwr +20 (+6 eff.) Dmg.mod +8% all +17% cold Res.pen +15% lightning Apr +2 ----- def ----- Armour +4 Resists +13% blight +34% cold +15% nature +6% lightning Phys.save +9 (+3 eff.) Max.HP +100.00 HP.reg +19.00 Heal.mod +20% Poison- +23% Disease- +28% Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon0.1 T5 amulet jewelry [Unique] While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Res.pen +10% all Acc +10 (+2 eff.) ----- def ----- Armour +4 Resists +4% all Amulets make your neck look great! |
| In main hand | Eyal's Will (22-24 power, 73 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 110% Wil, 37% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +73 Crit +5.0% Atk.spd 100% While equipped: Stats +18 Wil dps ---------- Mind.crit +9% Mind.pwr +33 (+7 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 4.5 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 167.08 slime damage for 15 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 | Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 7.2 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 64 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Oozing Heart (17-19 power, 47 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 93% Wil, 56% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +47 Crit +7.0% Atk.spd 100% Melee+ +30 manaburn arcane While equipped: Stats +4 Cun +11 Wil dps ---------- Mind.crit +8% Mind.pwr +22 (+5 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 3.5 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 283.45 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
| Cloak | cashmere cloak 'Glitha' (8 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Defense +8 (+2 eff.) Resists +12% acid +3% physical +9% cold Phys.save +10 (+3 eff.) Mind.save +9 (+3 eff.) Die.at -80.00 life Max.HP +80.00 Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
heroism infusion of the titan (die at -663; dur 7; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -663 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 789 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -598; dur 9; cd 34)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -598 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 711 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
regeneration infusion of the psychic (heal 696; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 696 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.5 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 460 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+10 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing steel amulet of mastery (0.14 Cunning / Poisons)0.1 T2 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +11% nature +10% blight Poison- +22% Disease- +20% ---------- misc Masteries +0.14 Cunning/Poisons Amulets make your neck look great! |
copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +40% Heal: Puts all charms on 29 cooldown Level 4.5 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 544 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
stabilizing copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% temporal Pinning- +23% Knockbk- +21% Amulets make your neck look great! |
starlit steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +13% light +12% darkness Blind- +26% Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 41 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Zubyseyana0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex +5 Wil +5 Cun dps ---------- Phys.crit +2.0% Mind.crit +1% Phys.pwr +15 (+5 eff.) Acc +7 (+2 eff.) Apr +2 Rings make your fingers look great! |
gladiator's gold ring of the mountain (+13%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +13% physical ----- def ----- Resists +13% physical Rings make your fingers look great! |
mule's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% Max.HP +24.00 Disarm- +26% Pinning- +24% Knockbk- +24% ---------- misc Max.enc +21 Rings make your fingers look great! |
sneakthief's gold ring of frost (+24%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +12% cold Acc +8 (+2 eff.) ----- def ----- Resists +24% cold Rings make your fingers look great! |
solipsist's gold ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
titan's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Con dps ---------- Acc +10 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+2 eff.) Phys.save +10 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 4.5 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% 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! |
treant's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +8% nature +9% blight Max.HP +82.00 HP.reg +13.00 Heal.mod +18% Poison- +18% Disease- +18% Rings make your fingers look great! |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Pitchbrawn (20-27 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 20.5 - 26.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +18% darkness Acc +8 (+2 eff.) ----- def ----- Armour +4 Defense +7 (+1 eff.) Resists +6% mind +3% temporal HP.reg +4.00 Disarm- +28% ---------- misc Light +1 Sharp, short and deadly. |
stormbringer's stralite dagger of crippling (28-37 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 28.5 - 37.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +12 lightning +15 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Mov.spd +35% Res.pen +12% lightning +12% cold Sharp, short and deadly. |
stralite dagger of shearing (29-38 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 29.0 - 37.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +14 (+3 eff.) Apr +8 Sharp, short and deadly. |
thought-forged dwarven-steel dagger of evisceration (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master/Psionic Power 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 mind On Hit: * 22% chance to reduce all saves and defense by 42 On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Sharp, short and deadly. |
Druroddaldir the Corruptionidol (12-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Rare] Nature Power 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +16 nature On Crit.r2 +20 nature +20 cold While equipped: Stats +4 Str +3 Dex dps ---------- Mind.crit +4% Phys.pwr +10 (+3 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +10 (+2 eff.) Die.at -40.00 life Max.HP +33.00 HP.reg +1.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
hungering thorny mindstar of disruption (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +7% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) ---------- misc Hate/kill +2.00 Psi/kill +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 172.66 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
protector's vined mindstar (6-7 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- Resists +2% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating pulsing mindstar of storms (12-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Str +4 Dex +2 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 5 lightning Dmg.mod +5% mind +6% lightning Res.pen +5% mind +11% lightning ----- def ----- Resists +6% mind +16% lightning Dmg.Resnn +11% ---------- misc Psi/ret +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+6 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. This staff offers 60% bonus to fire, cold, lightning, arcane damage. (included above) Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 164 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Gyta the Murkire1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) Dmg.mod +3% nature Res.pen +15% nature On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Resists +6% cold Spell.save +5 (+1 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Emebreldanor the Shockreeve (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +4 Con dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +7 (+1 eff.) Resists +3% lightning Phys.save +9 (+3 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galazilayavor (3 def, 4 armour)2.0 T2 cloth armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +15% physical Res.pen +20% mind +20% physical Apr +2 ----- def ----- Armour +4 Defense +3 (+0 eff.) Resists +9% all Phys.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 81.39 to 101.74 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Yaryblek the Smolderquake (3 def, 2 armour)2.0 T3 cloth armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Mag +4 Wil dps ---------- Dmg.mod +5% lightning +5% physical +3% fire +13% cold +14% acid Res.pen +15% blight +10% fire Melee Ret 2 fire ----- def ----- Armour +2 Defense +3 (+0 eff.) Resists +7% lightning +5% cold +21% acid +11% all Phys.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ragyrochik (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Str +4 Mag +2 Cun +2 Con ----- def ----- Armour +1 Resists +6% blight +6% cold Phys.save +12 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +12 (+4 eff.) ---------- misc Light +1 A pair of boots made of leather. |
Unlightlord (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +25% darkness +25% nature Melee Ret 4 nature ----- def ----- Armour +4 Fatigue +3% Resists +9% darkness HP.reg +7.00 Heal.mod +14% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Halekalthofang the Carrionimmortal (0 def, 3 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Armour +3 Resists +3% physical +6% fire Max.HP +40.00 HP.reg +7.00 Disarm- +20% ---------- misc Stam/turn +0.60 Max.stam +13.00 Unarmed combat: Power 9.0 - 9.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bethitha (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +9% fire Phys.save +6 (+2 eff.) Confus- +20% A cap made of leather. |
Ivaba (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +4% Mind.pwr +2 (+0 eff.) Dmg.mod +14% nature +10% fire Res.pen +5% mind ----- def ----- Defense +2 (+0 eff.) Resists +15% fire +21% nature +3% physical Die.at -40.00 life ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... |
stabilizing hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +13% cold Phys.save +14 (+5 eff.) ---------- misc Breathe water A cap made of leather. |
5 agate0.0 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. |
1021 alchemist agate0.0 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. |
4 onyx0.0 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. |
4 aquamarine0.0 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. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.0 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. |
sapphire0.0 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. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)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. |
2 emerald0.0 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. |
5 jade0.0 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. |
spinel0.0 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. |
6 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Xydana2.0 T1 lite [Rare] Master While equipped: Stats +1 Str +5 Cun +4 Con ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Charquell'1.0 T5 lite [Rare] Master While equipped: dps ---------- Res.pen +15% all Apr +14 ----- def ----- Defense +30 (+6 eff.) Resists +18% lightning +9% fire +7% physical Phys.save +12 (+4 eff.) Confus- +24% Stun/Frz- +24% ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal Focus0.0 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. |
Demonic Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 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. |
Dragon Orb (Orb of Command)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. |
Elemental Orb (Orb of Command)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. |
Orb of Destruction (Orb of Command)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. |
Orb of Undeath (Orb of Command)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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
52 alchemist bloodstone0.0 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. |
9 bloodstone0.0 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. |
4 fire opal0.0 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. |
7 garnet0.0 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. |
3 ruby0.0 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. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 334/400 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 590.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 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. |
dwarven-steel torque of mindblast 'Aeralle' [power 245] (17/13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Dex +6 Mag +2 Cun +1 Con dps ---------- Mind.crit +5% Blast the opponent's mind dealing 321 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc 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 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
yew totem of healing 'Rainseam' [power 260] (17/13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Dex +1 Cun +1 Con dps ---------- Dmg.mod +6% cold Res.pen +5% nature Melee Ret 4 nature 8 cold Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
13 amethyst0.0 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
8 diamond0.0 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. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.0 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. |
7 quartz0.0 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. |
4 amber0.0 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. |
3 ametrine0.0 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. |
4 citrine0.0 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. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Caran the Cornac Rogue level 29
58th Haze 122nd year of Ascendancy at 04:15 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Caran the Cornac Rogue level 37
38th Regrowth 123rd year of Ascendancy at 21:52 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Caran the Cornac Rogue level 29
56th Haze 122nd year of Ascendancy at 13:54 see stats
Antimagic! (Nightmare (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Caran the Cornac Rogue level 14
8th Dusk 122nd year of Ascendancy at 11:07 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Caran the Cornac Rogue level 32
5th Decay 122nd year of Ascendancy at 11:26 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Caran the Cornac Rogue level 50
38th Pyre 123rd year of Ascendancy at 11:51 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Caran the Cornac Rogue level 38
57th Regrowth 123rd year of Ascendancy at 13:53 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Caran the Cornac Rogue level 32
3rd Decay 122nd year of Ascendancy at 12:04 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Caran the Cornac Rogue level 15
19th Dusk 122nd year of Ascendancy at 21:40 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Caran the Cornac Rogue level 31
1st Decay 122nd year of Ascendancy at 03:27 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Caran the Cornac Rogue level 41
9th Pyre 123rd year of Ascendancy at 00:55 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Caran the Cornac Rogue level 50
36th Pyre 123rd year of Ascendancy at 03:58 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Caran the Cornac Rogue level 20
19th Haze 122nd year of Ascendancy at 23:23 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Caran the Cornac Rogue level 23
46th Haze 122nd year of Ascendancy at 18:31 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Caran the Cornac Rogue level 46
31st Pyre 123rd year of Ascendancy at 23:36 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Caran the Cornac Rogue level 50
49th Pyre 123rd year of Ascendancy at 01:39 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Caran the Cornac Rogue level 34
24th Regrowth 123rd year of Ascendancy at 16:05 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Caran the Cornac Rogue level 50
38th Pyre 123rd year of Ascendancy at 12:46 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Caran the Cornac Rogue level 10
4th Mirth 122nd year of Ascendancy at 16:11 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Caran the Cornac Rogue level 20
19th Haze 122nd year of Ascendancy at 07:24 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Caran the Cornac Rogue level 30
79th Haze 122nd year of Ascendancy at 06:45 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Caran the Cornac Rogue level 40
76th Regrowth 123rd year of Ascendancy at 22:55 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Caran the Cornac Rogue level 50
36th Pyre 123rd year of Ascendancy at 01:53 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Caran the Cornac Rogue level 45
31st Pyre 123rd year of Ascendancy at 06:17 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Caran the Cornac Rogue level 41
5th Pyre 123rd year of Ascendancy at 14:46 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Caran the Cornac Rogue level 20
19th Haze 122nd year of Ascendancy at 07:49 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Caran the Cornac Rogue level 38
75th Regrowth 123rd year of Ascendancy at 23:45 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Caran the Cornac Rogue level 25
52nd Haze 122nd year of Ascendancy at 00:54 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Caran the Cornac Rogue level 31
1st Decay 122nd year of Ascendancy at 04:42 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Caran the Cornac Rogue level 50
36th Pyre 123rd year of Ascendancy at 03:56 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Caran the Cornac Rogue level 10
9th Mirth 122nd year of Ascendancy at 20:18 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Caran the Cornac Rogue level 37
38th Regrowth 123rd year of Ascendancy at 21:52 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Caran the Cornac Rogue level 35
26th Regrowth 123rd year of Ascendancy at 09:51 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Caran the Cornac Rogue level 34
10th Regrowth 123rd year of Ascendancy at 00:56 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Caran the Cornac Rogue level 35
26th Regrowth 123rd year of Ascendancy at 09:32 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Caran the Cornac Rogue level 30
80th Haze 122nd year of Ascendancy at 13:20 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Caran the Cornac Rogue level 20
20th Haze 122nd year of Ascendancy at 08:27 see stats
Unstoppable (Nightmare (Adventure) difficulty)
Returned from the dead.By Caran the Cornac Rogue level 50
54th Pyre 123rd year of Ascendancy at 00:27 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Caran the Cornac Rogue level 28
56th Haze 122nd year of Ascendancy at 08:31 see stats
Log
Doomed Shade of Caran hits Caran for (101 reacted , -6 stam), 136 mind (136 total damage).
Caran uses Flurry.
Doomed Shade of Caran evades Caran.
Caran misses Doomed Shade of Caran.
Doomed Shade of Caran evades Caran.
Doomed Shade of Caran evades Caran.
Caran misses Doomed Shade of Caran.
Doomed Shade of Caran cleverly deflects the attack with his shield!
Doomed Shade of Caran repels an attack from Caran.
Shadow casts Blindside.
Shadow misses Caran.
Doomed Shade of Caran uses Dart Launcher.
Caran redirects the effect 'Sedated'!
Shadow is in a deep sleep.
Shadow is suffering from insomnia.
Doomed Shade of Caran hits Caran for 91 physical damage.
Doomed Shade of Caran uses Twist the Knife.
Doomed Shade of Caran misses Caran.
Caran uses Venomous Strike.
Caran misses Doomed Shade of Caran.
Doomed Shade of Caran cleverly deflects the attack with his shield!
Doomed Shade of Caran repels an attack from Caran.
Doomed Shade of Caran uses Dark Tendrils.
Doomed Shade of Caran's mind surges with critical power!
Caran is no longer evading attacks.
Caran speeds up.
Saving game...
Saving done.




























































































































































