
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Oozemancer |
Level / Exp | 50 / 1791% |
Size | medium |
Lifes / Deaths | Killed by smxnosa at level 50 on the 8th Gold 124th year of Ascendancy at 05:44 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 29 (base 12) |
Dexterity | 65 (base 41) |
Constitution | 67 (base 49) |
Magic | 14 (base 10) |
Willpower | 116 (base 60) |
Cunning | 87 (base 60) |
Resources
Life | 1684/1743 |
Equilibrium | 76 |
Psi | 197/206 |
Healing Factor | 1.7735014349577 |
Regeneration | 35.71508318427 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 45.64399077381 |
See Invisible | 45.64399077381 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 71 |
Accuracy | 58 |
Crit Chance | 31% |
APR | 58 |
Speed | 1.00 |
Offense: Offhand
Damage | 63 |
Accuracy | 58 |
Crit Chance | 31% |
APR | 58 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4.3333333333333 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 72 |
Crit Chance | 60% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Nature | +122% |
Blight | +35% |
Physical | +15% |
Fire | +123% |
All | 0% |
Offense: Damage Penetration
Acid | +21% |
Nature | +86% |
Blight | +40% |
Mind | +66% |
Fire | +11% |
All | +11% |
Defense: Base
Armour (hardiness) | 24 (35.65183292883%) |
Defense | 67 |
Ranged Defense | 67 |
Fatigue | 0 |
Physical Save | 66 |
Spell Save | 67 |
Mental Save | 70 |
Defense: Resistances
Acid | + 43%( 70%) |
Blight | + 63%( 70%) |
Arcane | + 45%( 70%) |
Cold | + 45%( 70%) |
All | + 25%( 70%) |
Darkness | + 36%( 70%) |
Light | + 36%( 70%) |
Temporal | + 36%( 70%) |
Physical | + 39%( 70%) |
Lightning | + 36%( 70%) |
Fire | + 36%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Bleed Resistance | 100% |
Confusion Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Poison Resistance | 100% |
Blind Resistance | 90% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 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 physical effect and reduce all damage taken by 41% 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: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 921% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 301 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 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 688 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Wild-gift / Moss | 1.60 |
| 1/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Wild-gift / Slime | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost defiler from death by grave wight. Escort: lost defiler (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by orc master assassin. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost sun paladin from death by Glorurath the ghoul. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You failed to protect the repented thief from death by Mirror Image (Iserin the skeleton magus). Escort: repented thief (level 1 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall. You were forced to kill her. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 2162. | 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. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed ritch stinger. * You've found the needed snow giant kidney. 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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 64% (based on Cunning). Uses 37 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | ![]() 3.0 T4 shot ammo [Random Unique] Nature/Master/Psionic Power 57.0 - 68.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +18.5% Capacity 21 Rld cld 6 Ranged+ +17 mind +20 nature On Crit.r2 +4 nature On Hit: * 21% chance to reduce all saves and defense by 40 * 20% chance to slow global speed by 68% * 20% chance to create vines that bind the target to the ground dealing 272 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Ego+] Master While equipped: dps ---------- Res.pen +11% all Apr +8 ---------- misc Light +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +8 Dex +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +12% nature Res.pen +20% mind +10% nature On Hit (Melee): * 24% chance to reduce all saves and defense by 40 ----- def ----- Armour +5 Fatigue +5% Resists +9% acid Phys.save +21 (+5 eff.) A cap made of leather. |
On hands | ![]() 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 (+1 eff.) Spell.save +8 (+2 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 | ![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +5 Str +7 Con dps ---------- Dmg.mod +15% physical Res.pen +20% mind Apr +3 Melee Ret 8 mind ----- def ----- Defense +20 (+5 eff.) Sting an enemy dealing 884 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Str +5 Dex dps ---------- Mind.crit +5% Phys.pwr +10 (+3 eff.) Dmg.mod +15% nature Res.pen +15% mind ----- def ----- Resists +30% nature ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 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. |
Around neck | ![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 25 arcane resource burn * 25% chance to slow global speed by 68% ----- def ----- Armour +14 Defense +25 (+6 eff.) Resists +8% physical +12% cold Heal.mod +26% Blind- +25% Cut- +80% Knockbk- +25% Def/telep +19 Res/telep +19% Dur/telep +19% Heal: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 364 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+4 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 3.0 Pwr.cost 22 out of 12/30. 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 136.88 slime damage for 13 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+4 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Rare] Nature Power 16.0 - 17.6 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% Melee+ +12 acid On Hit: * 23% chance to reduce armor by 9% * 23% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +3 Wil +3 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% nature +35% blight Res.pen +29% blight On Hit (Melee): * 23% chance to reduce armor by 9% ----- def ----- Resists +10% blight Disease- +24% ---------- misc Infravis +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 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 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 582 life over 5 turns. 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 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 2.6 Pwr.cost 26 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 380 (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. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +6% acid +14% temporal +6% lightning +12% fire Mind.save +12 (+3 eff.) Heal.mod +15% Pinning- +23% Knockbk- +23% Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 27 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (104). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 21.41 cold and 24.62 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 44 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +19 Cun dps ---------- Melee+ 35 physical Ranged+ 31 physical On Hit (Melee): * 18% chance to reduce all saves and defense by 40 On Hit (Ranged): * 19% chance to reduce all saves and defense by 40 ----- def ----- Defense +18 (+4 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +15.00 Bleeding Edge: Puts all charms on 15 cooldown Level 4.0 Pwr.cost 15 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane/Nature Power 39.5 - 51.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +14 blight On Crit.r2 +45 lightning +37 cold On Hit: * 27% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Mov.spd +41% Res.pen +25% lightning +21% cold Sharp, short and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Nature/Master Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +36 acid +45 nature While equipped: dps ---------- Res.pen +25% acid +15% nature +11% all Acc +25 (+8 eff.) Apr +29 Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Master Power 58.5 - 81.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Acc +25 (+8 eff.) Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego++] Nature/Master Power 48.0 - 67.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +54 fire While equipped: Stats +6 Str dps ---------- All.spd +11% Dmg.mod +11% physical Res.pen +24% fire Acc +25 (+8 eff.) Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego++] Master Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +11 Str +5 Dex dps ---------- Phys.spd +10% Dmg.mod +13% physical Acc +29 (+10 eff.) Blunt and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature Power 13.0 - 14.3 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% Melee+ +12 fire While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 13 cold Dmg.mod +10% cold +5% nature +15% fire Res.pen +8% nature +10% cold ----- def ----- Armour +13 Resists +6% cold +6% nature +12% fire Heal.mod +19% Heal/summ +27 ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic Power 16.5 - 18.2 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: Stats +7 Cun dps ---------- Mind.crit +5% Crit.mult +22.00% Mind.pwr +10 (+2 eff.) Dmg.mod +6% blight Melee Ret 6 blight ----- def ----- Armour +8 Defense +25 (+6 eff.) Resists +9% temporal +15% fire Mind.save +6 (+2 eff.) Die.at -80.00 life ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 6 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 223.96 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 4.0 T5 sling 1H weapon [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Crit.r2 +45 acid +45 nature While equipped: Stats +7 Cun dps ---------- Res.pen +24% acid +10% physical +15% nature Apr +12 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +19% Crit.mult +17.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 trident 2H weapon Reqs Str 48 [Ego++] Master Power 52.0 - 83.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +16 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +21.0% Phys.pwr +16 (+5 eff.) Res.pen +19% physical Acc +24 (+8 eff.) Apr +19 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 1.0 T5 belt armor [Ego++] Nature While equipped: Stats +2 Str +3 Dex +7 Wil +4 Cun ----- def ----- Resists +7% acid +5% fire +8% lightning +8% cold Phys.save +16 (+4 eff.) Spell.save +16 (+4 eff.) Mind.save +11 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Nature While equipped: Stats +5 Str +3 Dex +3 Wil +5 Cun ----- def ----- Resists +7% acid +7% fire +7% lightning +7% cold Phys.save +13 (+3 eff.) Spell.save +14 (+4 eff.) Mind.save +15 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +31 (+10 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -9% Max.HP +163.00 ---------- misc Max.stam +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +8% blight +11% all Max.HP +53.00 HP.reg +1.60 Heal.mod +15% Poison- +22% Disease- +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Wil dps ---------- Spell.pwr +13 (+3 eff.) S.pwr/crit +10 Dmg.mod +18% lightning +27% arcane +21% darkness Melee Ret 10 darkness ----- def ----- Armour +5 Fatigue +4% ---------- misc Mana/turn +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Str +5 Wil +6 Cun +3 Con ----- def ----- Armour +5 Fatigue +4% Phys.save +14 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) Rush: Puts all charms on 19 cooldown Level 3.0 Pwr.cost 19 out of 25/25. Range 8 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. 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 While equipped: ----- def ----- Armour +5 Silence- +50% Confus- +50% Stun/Frz- +41% A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +5 Fatigue +4% Silence- +50% Confus- +50% Stun/Frz- +50% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 22 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+4 eff.) Dmg.mod +13% nature ----- def ----- Defense +2 (+0 eff.) Resists +19% nature +9% temporal Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +6 Con dps ---------- Res.pen +25% nature ----- def ----- Armour +5 Fatigue +5% Resists +9% nature Crit.chn- 15.00% Mind.save +9 (+2 eff.) Die.at -60.00 life Max.HP +80.00 Blind- +20% A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Nature/Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Resists +15% lightning +12% temporal A pointy cloth hat, very wizardly... |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Nature/Psionic While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +8% mind Mind.save +25 (+6 eff.) HP.reg +6.80 ---------- misc Stam/turn +2.40 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Max.HP +40.00 HP.reg +11.00 Heal.mod +16% A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +16 Fatigue +22% Resists +9% acid +12% physical +18% light +20% darkness +8% cold +13% lightning +13% fire Disarm- +37% Stun/Frz- +35% Knockbk- +37% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +13 Str +10 Dex dps ---------- Acc +24 (+8 eff.) On shield block: * Cause enemies within radius 6 to bleed for 174 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T3 arrow ammo [Rare] Nature Power 32.0 - 44.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 22 Ranged+ +20 blight +12 darkness +21 nature On Crit.r2 +20 darkness +20 acid On Hit: * 10% chance to reduce damage dealt by 32% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 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. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 59 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Disrupt While equipped: Stats +1 Cun +5 Wil dps ---------- Mind.crit +1% ----- def ----- Resists +3% all Crit.chn- 5.00% Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T5 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +12% light Affinity +5% darkness Blind- +40% Confus- +30% ---------- misc Light +10 Infravis +5 See.Stealth +19 See.Invis +22 Track: Puts all charms on 30 cooldown Level 6.0 Pwr.cost 30 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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 8 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 [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 148 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 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Dmg.mod +6% arcane ----- def ----- Resists +9% blight Crit.chn- 15.00% ---------- misc See.Invis +6 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 19 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 68% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 37 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +2 Con dps ---------- Apr +6 ----- def ----- Resists +21% lightning +20% light +6% blight Phys.save +6 (+2 eff.) Sting an enemy dealing 817 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 (+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. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
By smxnosa the Dwarf Oozemancer level 35
1st Wealth 123rd year of Ascendancy at 01:46 see stats
By smxnosa the Dwarf Oozemancer level 45
19th Shortage 123rd year of Ascendancy at 14:04 see stats
By smxnosa the Dwarf Oozemancer level 35
43rd Profit 123rd year of Ascendancy at 22:33 see stats
By smxnosa the Dwarf Oozemancer level 25
11st Iron 123rd year of Ascendancy at 14:55 see stats
By smxnosa the Dwarf Oozemancer level 40
29th Wealth 123rd year of Ascendancy at 01:06 see stats
By smxnosa the Dwarf Oozemancer level 38
23rd Wealth 123rd year of Ascendancy at 19:26 see stats
By smxnosa the Dwarf Oozemancer level 50
4th Gold 124th year of Ascendancy at 06:26 see stats
By smxnosa the Dwarf Oozemancer level 26
2nd Steel 123rd year of Ascendancy at 05:32 see stats
By smxnosa the Dwarf Oozemancer level 37
9th Wealth 123rd year of Ascendancy at 10:38 see stats
By smxnosa the Dwarf Oozemancer level 37
9th Wealth 123rd year of Ascendancy at 04:07 see stats
By smxnosa the Dwarf Oozemancer level 24
5th Loss 122nd year of Ascendancy at 21:49 see stats
By smxnosa the Dwarf Oozemancer level 19
3rd Dearth 122nd year of Ascendancy at 18:19 see stats
By smxnosa the Dwarf Oozemancer level 25
11st Iron 123rd year of Ascendancy at 11:07 see stats
By smxnosa the Dwarf Oozemancer level 30
29th Gold 123rd year of Ascendancy at 08:21 see stats
By smxnosa the Dwarf Oozemancer level 50
38th Steel 124th year of Ascendancy at 16:38 see stats
By smxnosa the Dwarf Oozemancer level 20
5th Dearth 122nd year of Ascendancy at 02:53 see stats
By smxnosa the Dwarf Oozemancer level 10
19th Profit 122nd year of Ascendancy at 00:30 see stats
By smxnosa the Dwarf Oozemancer level 20
4th Dearth 122nd year of Ascendancy at 15:55 see stats
By smxnosa the Dwarf Oozemancer level 30
28th Gold 123rd year of Ascendancy at 09:52 see stats
By smxnosa the Dwarf Oozemancer level 40
28th Wealth 123rd year of Ascendancy at 15:18 see stats
By smxnosa the Dwarf Oozemancer level 50
15th Iron 124th year of Ascendancy at 13:32 see stats
By smxnosa the Dwarf Oozemancer level 50
35th Steel 124th year of Ascendancy at 20:01 see stats
By smxnosa the Dwarf Oozemancer level 50
8th Gold 124th year of Ascendancy at 05:44 see stats
By smxnosa the Dwarf Oozemancer level 20
34th Dearth 122nd year of Ascendancy at 05:16 see stats
By smxnosa the Dwarf Oozemancer level 38
9th Wealth 123rd year of Ascendancy at 16:19 see stats
By smxnosa the Dwarf Oozemancer level 6
19th Voratun 122nd year of Ascendancy at 11:20 see stats
By smxnosa the Dwarf Oozemancer level 50
8th Gold 124th year of Ascendancy at 05:43 see stats
By smxnosa the Dwarf Oozemancer level 13
24th Profit 122nd year of Ascendancy at 08:56 see stats
By smxnosa the Dwarf Oozemancer level 50
35th Steel 124th year of Ascendancy at 21:27 see stats
By smxnosa the Dwarf Oozemancer level 28
12nd Gold 123rd year of Ascendancy at 18:11 see stats
By smxnosa the Dwarf Oozemancer level 26
28th Iron 123rd year of Ascendancy at 16:04 see stats
By smxnosa the Dwarf Oozemancer level 16
23rd Wealth 122nd year of Ascendancy at 12:29 see stats
By smxnosa the Dwarf Oozemancer level 34
43rd Profit 123rd year of Ascendancy at 05:22 see stats
Log
Smxnosa uses Slime Spit.
Smxnosa's mind surges with critical power!
Smxnosa's mucus ooze uses Slime Spit.
Smxnosa's mucus ooze hits Elandar for 69 nature damage.
Talent Hallucinogenic Moss is ready to use.
Talent Oozebeam is ready to use.
Talent Mana Clash is ready to use.
Smxnosa's nature slow area effect hits Smxnosa's mucus ooze for 139 nature damage.
Smxnosa's nature slow area effect hits Bloated ooze for 129 nature damage.
Smxnosa's impeding nature area effect hits Elandar for 111 nature damage.
Ghoulking speeds up.
Elandar fails to use Arcane Reconstruction.
Lava floor hits Elandar for 48 fire damage.
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Nightmare (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Dire Plague rips out a piece of bloated ooze soul!
Dire Plague from Elder vampire hits Bloated ooze for (25 to ice), 37 darkness (37 total damage).
Bloated ooze hits Iceblock for 5 nature damage.
Smxnosa's Slime Spit hits Elandar for 714 nature damage.
Smxnosa's Slime Spit killed Elandar!
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Nightmare (Roguelike) difficulty)!
Option unlocked: New Class: Adventurer
Option unlocked: New game difficulty mode: Insane
Saving game...
Saving done.