












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Oozemancer |
| Level / Exp | 50 / 4504% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 32 (base 16) |
| Dexterity | 66 (base 48) |
| Constitution | 78 (base 64) |
| Magic | 17 (base 8) |
| Willpower | 150.93191580609 (base 62) |
| Cunning | 102.77846709158 (base 59) |
Resources
| Life | 1920/1920 |
| Equilibrium | 76 |
| Healing Factor | 1.5625372656297 |
| Regeneration | 320.59497091338 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 78.743234429178 |
| See Invisible | 78.743234429178 |
Offense: Mainhand
| Damage | 151 |
| Accuracy | 68 |
| Crit Chance | 43% |
| APR | 90 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 138 |
| Accuracy | 68 |
| Crit Chance | 45% |
| APR | 63 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.4 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 86 |
| Crit Chance | 76% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +42% |
| Nature | +195% |
| Blight | +20% |
| Cold | +36% |
| Fire | +196% |
| All | +17% |
Offense: Damage Penetration
| Acid | +10% |
| Blight | +10% |
| Nature | +171% |
| Fire | 0% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (48.304188961773%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 81 |
| Mental Save | 75 |
Defense: Resistances
| Acid | + 51%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 42%( 70%) |
| Darkness | + 51%( 70%) |
| Light | + 56%( 70%) |
| Temporal | + 51%( 70%) |
| Physical | + 48%( 70%) |
| Lightning | + 51%( 70%) |
| Fire | + 65%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 30% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 46% |
| Bleed Resistance | 75% |
| Pinning Resistance | 39% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 42% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1125% 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: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 859 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 371 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: 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 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Moss | 1.70 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Slime | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Ooze | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 3/5 |
| 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 |
| 5/5 |
| Wild-gift / Antimagic | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Psiblades |
| talent | Unstoppable Nature |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Antimagic Shield |
| beneficial effect | A flow of life spins around the target, regenerating 171.83 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Mamay. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton master archer. Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by Cyryth the skeleton warrior. Escort: repented thief (level 7 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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: 4283. | 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 AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an 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. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 28 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. This item has been sent to the Item's Vault. |
| Light source | Aderiwe the ScabmonsterInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes damage: +18% nature Mental save: +3 (+1 eff.) Maximum life: +44.00 Light radius: +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. |
| On head | Eye of the Forest (8 def, 0 armour)Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 30 power out of 35/35) : Effective talent level: 4.5 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 12. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. This item has been sent to the Item's Vault. |
| On hands | Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+3 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 217.62 arcane damage and stunned) Activation costs 85 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. This item has been sent to the Item's Vault. |
| Tool | The Guardian's TotemRequires: - Level 35 Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 74% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+2 eff.) It can be used to 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.) Activation costs 43 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. This item has been sent to the Item's Vault. |
| On fingers | voratun fire opal ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 20% chance to reduce all saves and defense by 45 * 21% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 45 Damage (Ranged): 32 physical Damage when hit (Melee): 2 fire Changes stats: +9 Cun Changes resistances: +6% blight / +12% fire / +38% cold Changes resistances penetration: +10% blight Changes damage: +3% blight / +19% cold / +10% all Disarm immunity: +46% Pinning immunity: +39% Knockback immunity: +42% Hate when firing a critical mind attack: +2.00 Maximum life: +49.00 Maximum hate: +10.00 Spell crit. chance: +5% Mental crit. chance: +5% It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.5 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 158% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 59%. Rings make your fingers look great! |
| On fingers | Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -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 | RotstreakerRequires: - Level 35 Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 6 cold Changes resistances: +9% light / +12% fire Changes resistances penetration: +25% nature Changes damage: +27% nature Physical save: +37 (+10 eff.) Spell save: +20 (+4 eff.) Mental save: +25 (+6 eff.) Life regen: +4.08 Amulets make your neck look great! This item has been sent to the Item's Vault. |
| In main hand | Eyal's Will (22-24 power, 75 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 111% Wil, 37% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +75 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +18 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +33 (+7 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 26 power out of 30/30) : Effective talent level: 4.5 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: 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 260.77 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. This item has been sent to the Item's Vault. |
| Around waist | Girdle of PreservationRequires: - Level 35 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Wil / +5 Con Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. This item has been sent to the Item's Vault. |
| In off hand | Oozing Heart (17-18 power, 48 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 94% Wil, 56% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +48 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +30 manaburn arcane When wielded/worn: Changes stats: +3 Cun / +11 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+3 eff.) Mindpower: +22 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 17 power out of 20/20) : Effective talent level: 3.5 Power cost: 17 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 341.63 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. This item has been sent to the Item's Vault. |
| Cloak | Serpentine Cloak (20 def, 0 armour)Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. This item has been sent to the Item's Vault. |
| Main armor | Evermoss Robe (12 def, 0 armour)Requires: - Level 25 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+4 eff.) Life regen: +0.20 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. This item has been sent to the Item's Vault. |
Inventory
healing infusion of the psychic (heal 341; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 341 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 779; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 779 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 851; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 851 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 833; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 833 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
voratun amulet 'Hailrend'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +3 Dex / +7 Con Changes resistances: +25% lightning / +6% cold Changes damage: +6% physical Talent mastery: +0.28 Wild-gift / Fungus Physical save: +13 (+4 eff.) Stun/Freeze immunity: +40% Life regen: +10.00 Maximum life: +59.00 Maximum stamina: +30.00 Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 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. |
GleamcutInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 24% chance to reduce all saves and defense by 45 Changes resistances: +11% nature / +12% blight Changes resistances penetration: +31% light / +31% fire Changes damage: +37% light / +30% mind Poison immunity: +22% Disease immunity: +19% Rings make your fingers look great! |
gold ring 'Mucustrencher'Requires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 nature Changes stats: +5 Dex / +5 Mag Changes resistances: +9% blight / +32% nature / +21% acid Changes damage: +34% nature Infravision radius: +3 Rings make your fingers look great! This item has been sent to the Item's Vault. |
Butcher (48-67 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+6 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to 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 Activation costs 170 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Salumira the dragonbone vilestaff (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +30% blight / +30% mind Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +44.66% Mental save: +6 (+2 eff.) Vim when firing critical spell: +2.47 Hate when firing a critical mind attack: +4.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +22% Mental crit. chance: +6% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone starstaff of might (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+1 eff.) Spell crit. chance: +34% Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone starstaff of might (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower: +15 (+1 eff.) Spell crit. chance: +33% Staves designed for wielders of magic, by the greats of the art. |
elven-silk cloak 'Ulorothad' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Dex / +5 Wil / +9 Cun Changes resistances: +25% darkness Changes resistances penetration: +20% darkness Changes damage: +22% darkness / +3% arcane Stealth bonus: +22 Physical save: +15 (+4 eff.) Mental save: +22 (+5 eff.) Only die when reaching: -50.00 life Maximum hate: +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +25% darkness Changes resistances penetration: +12% darkness Changes damage: +23% darkness Stealth bonus: +23 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stargazer's elven-silk robe of light (+45%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Cun Changes resistances: +45% light / +15% all Changes damage: +54% light / +28% darkness Spellpower: +10 (+1 eff.) Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ce'Nurera the Unlightminister (14 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +10 (+4 eff.) Armour: +5 Defense: +14 (+3 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +9% lightning / +9% cold Changes damage: +15% darkness Critical mult.: +30.00% Life regen: +4.18 Mindpower: +20 (+4 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 3.5 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Strikequick the drakeskin leather gloves (20 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +25 (+8 eff.) Armour: +3 Defense: +20 (+5 eff.) Changes stats: +5 Dex Changes resistances: +12% light / +12% acid Changes resistances penetration: +31% lightning Changes damage: +27% lightning Reduces incoming crit damage: 15.00% Spell save: +15 (+3 eff.) Only die when reaching: -99.28 life Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +5 Crit. chance: +12.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
elven-silk wizard hat 'Torchmonster' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 10 mind / 10 fire Changes resistances: +30% light / +15% mind Changes resistances penetration: +26% fire Changes damage: +20% light / +31% fire A pointy cloth hat, very wizardly... |
rough leather cap of the depths (0 def, 1 armour)Requires: - Level 15 Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold Allows you to breathe in: water A cap made of leather. This item has been sent to the Item's Vault. |
Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+1 eff.) It can be used to turn yourself invisible (power 30, based on Cunning and Magic) for 10 turns Activation costs 43 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
361 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of UngolëRequires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 68 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. This item has been sent to the Item's Vault. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+1 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 68 power out of 150/150) : Effective talent level: 5.5 Power cost: 68 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 2, doing 6.23 cold damage and 5.36 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+0 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1)Requires: - Level 15 Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 67% of the healing done. This effect scales with your Magic stat. Activation costs 64 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. This item has been sent to the Item's Vault. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 790.60 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 22 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
9 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Mamay the Thalore Oozemancer level 40
1st Dusk 123rd year of Ascendancy at 15:56 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Mamay the Thalore Oozemancer level 50
51st Regrowth 124th year of Ascendancy at 08:00 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Mamay the Thalore Oozemancer level 40
55th Pyre 123rd year of Ascendancy at 22:40 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Mamay the Thalore Oozemancer level 26
59th Haze 122nd year of Ascendancy at 23:48 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Mamay the Thalore Oozemancer level 45
16th Dusk 123rd year of Ascendancy at 01:05 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Mamay the Thalore Oozemancer level 50
35th Dusk 124th year of Ascendancy at 09:20 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Mamay the Thalore Oozemancer level 50
47th Dusk 124th year of Ascendancy at 14:39 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Mamay the Thalore Oozemancer level 50
4th Decay 123rd year of Ascendancy at 19:28 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Mamay the Thalore Oozemancer level 48
49th Dusk 123rd year of Ascendancy at 05:00 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Mamay the Thalore Oozemancer level 44
12nd Dusk 123rd year of Ascendancy at 01:20 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Mamay the Thalore Oozemancer level 33
21st Regrowth 123rd year of Ascendancy at 07:58 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mamay the Thalore Oozemancer level 18
10th Dusk 122nd year of Ascendancy at 18:35 see stats
Destroyer of the creation (Insane (Roguelike) difficulty)
Killed Slasul.By Mamay the Thalore Oozemancer level 50
11st Haze 124th year of Ascendancy at 03:25 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Mamay the Thalore Oozemancer level 42
7th Dusk 123rd year of Ascendancy at 22:46 see stats
Dethroned (Insane (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Mamay the Thalore Oozemancer level 49
56th Dusk 123rd year of Ascendancy at 10:56 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Mamay the Thalore Oozemancer level 34
28th Pyre 123rd year of Ascendancy at 02:08 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Mamay the Thalore Oozemancer level 39
43rd Pyre 123rd year of Ascendancy at 12:04 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Mamay the Thalore Oozemancer level 50
51st Pyre 124th year of Ascendancy at 03:04 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Mamay the Thalore Oozemancer level 23
39th Haze 122nd year of Ascendancy at 14:39 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mamay the Thalore Oozemancer level 39
47th Pyre 123rd year of Ascendancy at 16:24 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Mamay the Thalore Oozemancer level 45
15th Dusk 123rd year of Ascendancy at 13:26 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Mamay the Thalore Oozemancer level 50
74th Regrowth 124th year of Ascendancy at 00:58 see stats
Flooder (Insane (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Mamay the Thalore Oozemancer level 50
12nd Haze 124th year of Ascendancy at 08:41 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Mamay the Thalore Oozemancer level 50
20th Regrowth 124th year of Ascendancy at 12:31 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mamay the Thalore Oozemancer level 30
5th Decay 122nd year of Ascendancy at 07:32 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Mamay the Thalore Oozemancer level 50
35th Dusk 124th year of Ascendancy at 10:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mamay the Thalore Oozemancer level 10
8th Mirth 122nd year of Ascendancy at 05:56 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mamay the Thalore Oozemancer level 20
54th Dusk 122nd year of Ascendancy at 10:51 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Mamay the Thalore Oozemancer level 30
4th Decay 122nd year of Ascendancy at 00:58 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Mamay the Thalore Oozemancer level 40
55th Pyre 123rd year of Ascendancy at 07:20 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Mamay the Thalore Oozemancer level 50
68th Dusk 123rd year of Ascendancy at 19:42 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Mamay the Thalore Oozemancer level 50
71st Regrowth 124th year of Ascendancy at 19:45 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Mamay the Thalore Oozemancer level 20
54th Dusk 122nd year of Ascendancy at 13:56 see stats
Portal destroyer (Insane (Roguelike) difficulty)
Fought the two Sorcerers and closed one invocation portal.By Mamay the Thalore Oozemancer level 50
51st Pyre 124th year of Ascendancy at 03:04 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Mamay the Thalore Oozemancer level 50
40th Regrowth 124th year of Ascendancy at 21:05 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Mamay the Thalore Oozemancer level 30
10th Decay 122nd year of Ascendancy at 00:19 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Mamay the Thalore Oozemancer level 22
38th Haze 122nd year of Ascendancy at 02:50 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Mamay the Thalore Oozemancer level 43
8th Dusk 123rd year of Ascendancy at 07:44 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mamay the Thalore Oozemancer level 9
5th Mirth 122nd year of Ascendancy at 10:13 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Mamay the Thalore Oozemancer level 50
71st Regrowth 124th year of Ascendancy at 20:52 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mamay the Thalore Oozemancer level 22
21st Haze 122nd year of Ascendancy at 03:55 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Mamay the Thalore Oozemancer level 50
51st Pyre 124th year of Ascendancy at 03:04 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Mamay the Thalore Oozemancer level 47
47th Dusk 123rd year of Ascendancy at 17:39 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mamay the Thalore Oozemancer level 23
41st Haze 122nd year of Ascendancy at 07:01 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mamay the Thalore Oozemancer level 15
6th Flare 122nd year of Ascendancy at 15:55 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Mamay the Thalore Oozemancer level 40
55th Pyre 123rd year of Ascendancy at 08:33 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Mamay the Thalore Oozemancer level 47
47th Dusk 123rd year of Ascendancy at 18:33 see stats
Log
Error while transfering from the online item's vault, please retry later.
Saving game...
You transfer Rotstreaker from the online item's vault.
Saving done.
Mamay wears (replacing voratun amulet 'Hailrend'): Rotstreaker.
Today is the 20th Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Mamay stops regenerating health quickly.
Mamay uses Infusion: Regeneration.
Mamay starts regenerating health quickly.
Mamay wears (replacing Rotstreaker): voratun amulet 'Hailrend'.
Mamay wears (replacing voratun amulet 'Hailrend'): Rotstreaker.
























































































































