












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Gunsnixed Lite 1.7.0Increases the minimum spawn level of Gunsnake from the Embers of Rage DLC (required) from 8 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Skirmisher |
Level / Exp | 50 / 2461% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Antimagic | Follower |
Primary Stats
Strength | 42 (base 15) |
Dexterity | 151 (base 65) |
Constitution | 98 (base 43) |
Magic | 14 (base 3) |
Willpower | 97 (base 60) |
Cunning | 136 (base 63) |
Resources
Life | 2071/2071 |
Psi | 174/177 |
Stamina | 480/560 |
Equilibrium | 61 |
Healing Factor | 1.4925528913843 |
Regeneration | 49.81095037845 |
Speed
Mental | +10.000000000002% |
Attack | 0% |
Movement | +39.95416067403% |
Spell | 0% |
Global | +116.21573337797% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 7 |
See Stealth | 76.781534408802 |
See Invisible | 76.781534408802 |
Offense: Mainhand
Damage | 265 |
Accuracy | 90 |
Crit Chance | 112% |
APR | 57 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 2.8 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 73% |
Speed | 1 |
Offense: Damage Bonus
Acid | +54% |
Mind | +19% |
Nature | +32% |
Physical | +74% |
Cold | +16% |
All | +7% |
Offense: Damage Penetration
Acid | +25% |
All | 0% |
Physical | +19% |
Mind | +35% |
Nature | +49% |
Defense: Base
Armour (hardiness) | 63.512106701502 (97.857480396004%) |
Defense | 99 |
Ranged Defense | 101 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 67 |
Mental Save | 60 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 52%( 70%) |
Cold | + 49%( 70%) |
All | + 40%( 70%) |
Lightning | + 46%( 70%) |
Physical | + 53%( 70%) |
Darkness | + 46%( 70%) |
Fire | + 60%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Disarm Resistance | 24% |
Poison Resistance | 100% |
Blind Resistance | 47% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 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 7 turns. While Heroism is active, you will only die when reaching -798 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 798 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random magical and mental effect and reduce all damage taken by 45% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 816 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: 14 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 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1106% 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 Dexterity stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Generic Talents
Wild-gift / Fungus | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Wild-gift / Harmony | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Trained Reactions |
talent | Bombardment |
talent | Antimagic Shield |
talent | Pace Yourself |
talent | Counter Shot |
talent | Skate |
talent | Elemental Harmony |
talent | Apply Poison |
talent | Volatile Poison |
talent | Crippling Poison |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 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 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 lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | 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 Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved Dexterity 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 unlocked the hall of reflections. * 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: 3490. | 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, Ungrol of Last Hope 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +7.0% Phys.pwr +5 (+1 eff.) Dmg.mod +21% physical Res.pen +25% mind +9% physical Acc +25 (+5 eff.) ----- def ----- Armour +3 Defense +15 (+3 eff.) Resists +5% arcane ---------- misc Max.stam +30.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 T5 shot ammo [Random Unique] Master Power 77.5 - 93.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +18 Crit +31.0% Capacity 49 Proj.spd +200% Ranged+ +4 cold On Hit.r1 +20 cold On Crit.r2 +12 cold On Hit: * 24 arcane resource burn * 20% chance to slow global speed by 66% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: ---------- misc Reload +5 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +3 Wil dps ---------- Crit.mult +20.00% Phys.pwr +25 (+6 eff.) Dmg.mod +9% cold ---------- misc Stam/turn +2.00 Hate/m.crit +4.00 Max.stam +30.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +11 Str +17 Dex +7 Wil +6 Cun +8 Con dps ---------- Phys.pwr +21 (+5 eff.) Dmg.mod +9% acid Acc +5 (+1 eff.) Melee Ret 2 physical ----- def ----- Armour +5 Defense +15 (+3 eff.) Fatigue +5% Resists +9% lightning +15% cold +15% fire +18% physical Phys.save +15 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 178.69 arcane damage and stunned). Uses 82 power out of 91/150 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 T5 torque charm [Rare] Psionic While equipped: Stats +2 Dex dps ---------- Phys.crit +8.3% Crit.mult +20.69% Dmg.mod +6% physical ----- def ----- Defense +25 (+4 eff.) Resists +12% nature +12% fire Die.at -60.00 life HP.reg +4.00 Blind- +20% Blast the opponent's mind dealing 565 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +13 Dex +8 Cun +6 Con dps ---------- Phys.crit +8.0% Dmg.mod +9% physical Acc +7 (+1 eff.) ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Con dps ---------- Dmg.mod +20% acid +12% mind Res.pen +10% mind Melee Ret 8 acid ----- def ----- Resists +46% acid +9% darkness +15% blight +6% fire +15% nature Phys.save +17 (+4 eff.) Spell.save +38 (+10 eff.) Mind.save +18 (+4 eff.) Poison- +30% Disease- +26% ---------- misc Max.stam +40.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: Stats +5 Dex +6 Con dps ---------- Phys.pwr +29 (+7 eff.) Phys.spd +10% Dmg.mod +9% physical Melee Ret 8 mind ----- def ----- Resists +24% nature +22% blight Phys.save +19 (+4 eff.) Max.HP +69.00 HP.reg +8.00 Poison- +44% Disease- +50% ---------- misc Max.stam +10.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 T5 sling 1H weapon [Random Unique] Nature/Disrupt/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +237% On Crit.r2 +34 acid +33 nature While equipped: Stats +2 Dex +7 Wil +12 Cun dps ---------- Crit.mult +10.00% Mind.pwr +14 (+3 eff.) Dmg.mod +18% acid +22% physical Res.pen +25% acid +10% physical +24% nature Apr +15 On Hit (Ranged): * 25 arcane resource burn ----- def ----- Armour +4 ---------- misc Reload +4 Cooldown Fragmentation Shot -2 Pin Down -1 Masteries +0.20 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Dex +6 Cun +5 Con dps ---------- Phys.crit +15.0% Mind.crit +15% Phys.pwr +13 (+3 eff.) ----- def ----- Phys.save +26 (+6 eff.) Spell.save +12 (+3 eff.) Max.HP +140.00 Poison- +20% Disease- +10% Disarm- +24% ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Nature/Disrupt When used to Attack: Power 52.0 - 62.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+3 eff.) Rng.Def +12 (+2 eff.) Fatigue +22% Resists +40% blight +15% nature +15% arcane Spell.save +24 (+6 eff.) Poison- +50% Disease- +75% ---------- misc Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 20 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Crit.mult +40.00% Acc +22 (+4 eff.) Apr +24 On Hit (Melee): * 10 arcane resource burn * 21% chance to slow global speed by 66% ----- def ----- Defense +3 (+1 eff.) Resists +3% physical Phys.save +12 (+3 eff.) Stealth +14 Max.HP +46.00 ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T5 cloth armor [Rare] Psionic While equipped: Stats +8 Cun dps ---------- Crit.mult +20.00% Melee Ret 14 cold 8 light 14 fire ----- def ----- Armour +12 Resists +12% acid +15% all Spell.save +21 (+6 eff.) Mind.save +18 (+4 eff.) Die.at -108.22 life Blind- +27% ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 285 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 47% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: ----- def ----- Defense +15 (+3 eff.) Resists +12% blight +21% fire +30% mind +15% temporal Mind.save +18 (+4 eff.) Die.at -84.29 life Max.HP +60.00 Disease- +21% Confus- +50% Amulets make your neck look great! |
![]() 1.0 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. |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% physical Res.pen +5% physical ----- def ----- Resists +6% darkness Max.HP +100.00 HP.reg +3.00 Stun/Frz- +49% Rings make your fingers look great! |
![]() 1.0 T5 dagger 1H weapon [Rare] Arcane Power 38.5 - 50.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 blight On Hit.r1 +16 nature +20 temporal On Crit.r2 +27 temporal On Hit: * 27% chance to slow global speed by 66% * 21% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +4 Dex dps ---------- Dmg.mod +15% darkness Res.pen +25% temporal ----- def ----- Resists +12% darkness +18% temporal ---------- misc Infravis +4 See.Invis +12 Sharp, short and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego] Arcane Power 44.5 - 62.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +17 temporal On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: ----- def ----- Resists +17% temporal Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 42.5 - 59.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +16 fire While equipped: dps ---------- Res.pen +15% all Acc +25 (+5 eff.) Apr +15 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Master/Psionic Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +15% physical Acc +25 (+5 eff.) Apr +15 Sharp, long, and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Disrupt Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Resists +7% all Max.HP +41.00 HP.reg +2.00 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 118% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() 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 (+5 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 164 power out of 27/200 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." |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +20% Spell.pwr +15 (+2 eff.) Dmg.mod +30% lightning ----- def ----- Armour +11 Hardiness +11% Phys.save +11 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Power 38.5 - 53.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +11 (+2 eff.) One-handed war axes. |
![]() 2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 41 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 T5 cloth armor [Ego+] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 7% chance to slow global speed by 66% * 10 arcane resource burn ----- def ----- Resists +20% blight +15% all Max.HP +84.00 HP.reg +5.00 Heal.mod +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +6% Spell.pwr +10 (+2 eff.) Dmg.mod +30% arcane +23% temporal ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +15% all Phys.save +25 (+6 eff.) ---------- misc Max.mana +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Melee Ret 11 fire ----- def ----- Armour +5 Fatigue +4% Resists +15% lightning +15% temporal +15% light +12% acid Crit.chn- 15.80% Die.at -84.29 life Max.HP +105.36 HP.reg +4.21 Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil ----- def ----- Armour +5 Fatigue +4% Resists +15% fire +15% cold Blink to a nearby random location (rad 14) Puts all charms on 21 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil ----- def ----- Armour +5 Fatigue +4% Blink to a nearby random location (rad 14) Puts all charms on 21 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +15 Resists +14% acid +15% fire +15% lightning +14% cold A pair of boots made of leather. |
![]() 2.0 T5 head armor [Rare] Psionic While equipped: Stats +9 Cun dps ---------- Crit.mult +20.88% Phys.pwr +31 (+8 eff.) Dmg.mod +6% physical Res.pen +26% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +3 (+1 eff.) Resists +9% acid +5% arcane +12% light Mind.save +15 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +10 Dex ----- def ----- Armour +5 Fatigue +5% Resists +20% darkness ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +9 Str +9 Dex ----- def ----- Armour +5 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 509.9 Physical damage. If the attack hits, the target is confused (48% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature While equipped: Stats +6 Wil ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +25% blight +27% darkness Max.HP +63.00 HP.reg +11.00 Heal.mod +18% ---------- misc Light +2 A suit of armour made of mail. |
![]() 9.0 T4 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% cold Res.pen +20% darkness Apr +11 On Hit (Melee): * 10% chance to reduce damage dealt by 30% ----- def ----- Armour +7 Defense +21 (+4 eff.) Fatigue +8% Resists +6% cold +8% physical Phys.save +16 (+4 eff.) Max.HP +46.00 HP.reg +8.00 Heal.mod +15% ---------- misc Stam/turn +1.00 Second Wind: (Instant) Puts all charms on 29 cooldown Level 5.5 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 179 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Arcane While equipped: dps ---------- Melee+ 23 acid 22 fire Melee Ret 16 acid 16 fire ----- def ----- Armour +16 Fatigue +22% Resists +30% acid +30% fire +9% arcane Spell.save +25 (+7 eff.) A suit of armour made of metal plates. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 70% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 70% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 337.92 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T5 totem charm [Ego+] Nature Sting an enemy dealing 1199 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold 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.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Daffy the Halfling Skirmisher level 39
18th Dusk 123rd year of Ascendancy at 21:26 see stats
By Daffy the Halfling Skirmisher level 38
5th Mirth 123rd year of Ascendancy at 11:15 see stats
By Daffy the Halfling Skirmisher level 16
79th Dusk 122nd year of Ascendancy at 02:21 see stats
By Daffy the Halfling Skirmisher level 50
23rd Haze 123rd year of Ascendancy at 15:46 see stats
By Daffy the Halfling Skirmisher level 48
19th Haze 123rd year of Ascendancy at 11:52 see stats
By Daffy the Halfling Skirmisher level 48
16th Haze 123rd year of Ascendancy at 05:14 see stats
By Daffy the Halfling Skirmisher level 50
9th Decay 123rd year of Ascendancy at 16:21 see stats
By Daffy the Halfling Skirmisher level 43
29th Dusk 123rd year of Ascendancy at 06:45 see stats
By Daffy the Halfling Skirmisher level 50
4th Regrowth 124th year of Ascendancy at 12:24 see stats
By Daffy the Halfling Skirmisher level 14
64th Dusk 122nd year of Ascendancy at 15:32 see stats
By Daffy the Halfling Skirmisher level 42
26th Dusk 123rd year of Ascendancy at 18:44 see stats
By Daffy the Halfling Skirmisher level 33
67th Regrowth 123rd year of Ascendancy at 04:06 see stats
By Daffy the Halfling Skirmisher level 50
4th Regrowth 124th year of Ascendancy at 20:54 see stats
By Daffy the Halfling Skirmisher level 21
22nd Regrowth 123rd year of Ascendancy at 15:52 see stats
By Daffy the Halfling Skirmisher level 31
57th Regrowth 123rd year of Ascendancy at 23:22 see stats
By Daffy the Halfling Skirmisher level 28
47th Regrowth 123rd year of Ascendancy at 16:53 see stats
By Daffy the Halfling Skirmisher level 50
2nd Regrowth 124th year of Ascendancy at 13:20 see stats
By Daffy the Halfling Skirmisher level 38
5th Dusk 123rd year of Ascendancy at 10:28 see stats
By Daffy the Halfling Skirmisher level 41
25th Dusk 123rd year of Ascendancy at 06:13 see stats
By Daffy the Halfling Skirmisher level 23
24th Regrowth 123rd year of Ascendancy at 16:20 see stats
By Daffy the Halfling Skirmisher level 49
19th Haze 123rd year of Ascendancy at 12:32 see stats
By Daffy the Halfling Skirmisher level 10
12nd Dusk 122nd year of Ascendancy at 12:29 see stats
By Daffy the Halfling Skirmisher level 20
10th Allure 123rd year of Ascendancy at 17:54 see stats
By Daffy the Halfling Skirmisher level 30
54th Regrowth 123rd year of Ascendancy at 16:40 see stats
By Daffy the Halfling Skirmisher level 40
23rd Dusk 123rd year of Ascendancy at 03:25 see stats
By Daffy the Halfling Skirmisher level 50
19th Haze 123rd year of Ascendancy at 12:32 see stats
By Daffy the Halfling Skirmisher level 38
1st Flare 123rd year of Ascendancy at 15:02 see stats
By Daffy the Halfling Skirmisher level 50
10th Decay 123rd year of Ascendancy at 01:22 see stats
By Daffy the Halfling Skirmisher level 50
27th Haze 123rd year of Ascendancy at 07:05 see stats
By Daffy the Halfling Skirmisher level 50
78th Haze 123rd year of Ascendancy at 21:31 see stats
By Daffy the Halfling Skirmisher level 34
52nd Pyre 123rd year of Ascendancy at 21:34 see stats
By Daffy the Halfling Skirmisher level 34
80th Regrowth 123rd year of Ascendancy at 11:59 see stats
By Daffy the Halfling Skirmisher level 41
24th Dusk 123rd year of Ascendancy at 23:09 see stats
By Daffy the Halfling Skirmisher level 33
78th Regrowth 123rd year of Ascendancy at 04:50 see stats
By Daffy the Halfling Skirmisher level 22
24th Regrowth 123rd year of Ascendancy at 08:36 see stats
By Daffy the Halfling Skirmisher level 43
26th Dusk 123rd year of Ascendancy at 19:45 see stats
By Daffy the Halfling Skirmisher level 50
4th Regrowth 124th year of Ascendancy at 20:53 see stats
By Daffy the Halfling Skirmisher level 9
8th Dusk 122nd year of Ascendancy at 06:58 see stats
By Daffy the Halfling Skirmisher level 50
4th Regrowth 124th year of Ascendancy at 20:54 see stats
By Daffy the Halfling Skirmisher level 40
23rd Dusk 123rd year of Ascendancy at 03:31 see stats
By Daffy the Halfling Skirmisher level 9
10th Dusk 122nd year of Ascendancy at 07:02 see stats
By Daffy the Halfling Skirmisher level 32
64th Regrowth 123rd year of Ascendancy at 06:06 see stats
By Daffy the Halfling Skirmisher level 45
50th Dusk 123rd year of Ascendancy at 03:33 see stats
By Daffy the Halfling Skirmisher level 24
44th Regrowth 123rd year of Ascendancy at 14:42 see stats
By Daffy the Halfling Skirmisher level 16
73rd Dusk 122nd year of Ascendancy at 03:08 see stats
By Daffy the Halfling Skirmisher level 36
4th Mirth 123rd year of Ascendancy at 23:42 see stats
By Daffy the Halfling Skirmisher level 50
9th Decay 123rd year of Ascendancy at 10:59 see stats
Log
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 12 healing from Shield of Light.
Daelach's firestorm hits High Sun Paladin Aeryn for (90 absorbed), 18 fire (18 total damage).
High Sun Paladin Aeryn receives 90 healing from High Sun Paladin Aeryn's healing light area effect.
Talent Noggin Knocker is ready to use.
The shield around High Sun Paladin Aeryn crumbles.
A shield forms around High Sun Paladin Aeryn.
High Sun Paladin Aeryn receives 12 healing from Shield of Light.
Daelach's firestorm hits High Sun Paladin Aeryn for (90 absorbed), 18 fire (18 total damage).
High Sun Paladin Aeryn receives 90 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn's solar fury subsides.
High Sun Paladin Aeryn casts Barrier.
The shield around High Sun Paladin Aeryn crumbles.
A shield forms around High Sun Paladin Aeryn.
Daffy picks up (c.): stormshield rune (threshold 83; blocks 6; dur 4; cd 13).
Daelach's firestorm hits High Sun Paladin Aeryn for (108 absorbed), 0 fire (0 total damage).
High Sun Paladin Aeryn receives 90 healing from High Sun Paladin Aeryn's healing light area effect.
The shield around Daffy crumbles.
Talent Antimagic Zone is ready to use.
High Sun Paladin Aeryn stops regenerating health quickly.
Daelach's firestorm hits High Sun Paladin Aeryn for (108 absorbed), 0 fire (0 total damage).
High Sun Paladin Aeryn receives 90 healing from High Sun Paladin Aeryn's healing light area effect.
Daffy is no longer attuned.
Talent Block is ready to use.