













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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.
Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Ashes of Urh'Rok 1.7.4Official Expansion!Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Embers of Rage 1.7.4Official Expansion!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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 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. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Oozemancer |
| Level / Exp | 50 / 2248% |
| Size | medium |
| Lifes / Deaths | Killed by Arethra the skeleton warrior at level 32 on the 26th Iron 123rd year of Ascendancy at 22:22 6 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 28 (base 13) |
| Dexterity | 61 (base 36) |
| Constitution | 90 (base 66) |
| Magic | 21 (base 12) |
| Willpower | 162.28530931397 (base 64) |
| Cunning | 107.03566366424 (base 58) |
Resources
| Life | 2039/2039 |
| Equilibrium | 76 |
| Healing Factor | 1.76181587164 |
| Regeneration | 109.72469894664 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 7 |
| See Stealth | 79.658759242572 |
| See Invisible | 79.658759242572 |
Offense: Mainhand
| Damage | 177 |
| Accuracy | 75 |
| Crit Chance | 63% |
| APR | 85 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 160 |
| Accuracy | 75 |
| Crit Chance | 65% |
| APR | 53 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.5 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Mind
| Mindpower | 98 |
| Crit Chance | 82% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +24% |
| Nature | +107% |
| Cold | +19% |
| Blight | +19% |
| Acid | +32% |
| Mind | +16% |
| All | +7% |
Offense: Damage Penetration
| Acid | +10% |
| Blight | +10% |
| Physical | +9% |
| All | 0% |
| Nature | +101% |
Defense: Base
| Armour (hardiness) | 17 (48.304188961773%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 87 |
| Spell Save | 91 |
| Mental Save | 93 |
Defense: Resistances
| Acid | + 63%( 70%) |
| Blight | + 61%( 70%) |
| Arcane | + 66%( 70%) |
| Cold | + 52%( 70%) |
| All | + 38%( 70%) |
| Darkness | + 45%( 70%) |
| Lightning | + 70%( 70%) |
| Mind | + 62%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Disarm Resistance | 34% |
| Bleed Resistance | 73% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
| Stun Resistance | 100% |
| Poison Resistance | 73% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 671 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 372 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: 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 mental effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 995% 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 Constitution stat. |
Class Talents
| Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Moss | 1.70 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Slime | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Ooze | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mucus | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 1/5 |
| 4/5 |
| 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 |
| 3/5 |
| Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Psiblades |
| talent | Unstoppable Nature |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Antimagic Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by ritch flamespitter. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 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 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Innovation (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Poluna the forest troll. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the worried loremaster from death by Silema the warg. Escort: worried loremaster (level 4 of Old Forest) | 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. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 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: 2091. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed red crystal shard. * You've found the needed orc heart. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed length of troll intestine. * You've found the needed ritch stinger. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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. | 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 | Roottrencher (0 def, 6 armour)2.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +14 Wil +13 Cun +9 Con offense ------ Spellpower +20 (+2 eff.) Mindpower +7 (+1 eff.) Damage +12% nature +6% blight Ignore resists +9% physical defense ------ Armor +6 Physical save +41 (+8 eff.) Spell save +17 (+3 eff.) Mind save +39 (+8 eff.) other ------- Max vim +30.00 Blindside: Puts all charms on 19 turn cooldown Effective talent level: 3.5 Power cost 19 out of 25/25. Range 6 Cooldown: 9 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | nightwalker's alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +7 (+3 eff.) defense ------ Resistance +3% all Spell save +10 (+2 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+3 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 4.5 Power cost 26 out of 35/35. Range melee/personal Cooldown: 9 Travel.spd 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. |
| On hands | Salyldarin (22 def, 4 armour)1.5 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +7 Con offense ------ Physical Crit +19.0% Spell Crit +20% Mind Crit +18% Critical power +11.00% Damage +6% blight Ignore resists +10% blight defense ------ Armor +4 Defense +22 (+5 eff.) Fatigue +5% Resistance +9% lightning Crit Resistance 10.00% Physical save +27 (+5 eff.) Spell save +9 (+1 eff.) Mind save +21 (+4 eff.) Unlife -20.00 life Life Regen +9.00 Disarm Resist +34% other ------- Stamina/turn +2.00 Max stamina +40.00 Unarmed combat: Weapon Damage 150% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +24.0% Attack Speed 83% On-hit +29 physical On Hit: 10% Nightmare level 5 On Hit: 10% Juggernaut level 1 On Crit: 20% Cripple level 5 Juggernaut: (Instant) Puts all charms on 22 turn cooldown Effective talent level: 3.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 36 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Offalrebel the yew totem of healing [power 284] (11 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +2 Cun offense ------ Mind Crit +6% Critical power +20.00% On-Hit (Melee): * 20% chance to slow global speed by 79% * 20% chance to reduce all saves and defense by 49 defense ------ Resistance +15% mind other ------- EQ when Hit +0.24 Heal yourself and all friendly characters within 10 spaces for 284 Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | stralite ring 'Xesetta'0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Cun +7 Wil offense ------ Mindpower +9 (+1 eff.) defense ------ Resistance +9% mind +15% acid Mind save +4 (+1 eff.) Life +68.00 Life Regen +17.00 Healmod +15% Stun Resist +41% Rings make your fingers look great! |
| On fingers | voratun ring 'Gilidunador'0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex offense ------ Damage +17% lightning Accuracy +18 (+6 eff.) defense ------ Resistance +34% lightning +5% arcane +3% nature Life Regen +6.00 Stun Resist +52% Knockbk Resist +20% Teleport Resist +20% Rings make your fingers look great! |
| Around neck | Samikalthomnir the stralite amulet0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: defense ------ Defense +17 (+4 eff.) Resistance +18% acid +9% fire +12% mind Physical save +38 (+7 eff.) Spell save +31 (+6 eff.) Mind save +34 (+7 eff.) Amulets make your neck look great! |
| In main hand | Eyal's Will (124% power, 85 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 124% Range: 1.0x-1.1x Uses 121% Wil, 40% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +85 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +20 Wil offense ------ Mind Crit +9% Mindpower +36 (+6 eff.) Damage +20% nature +10% acid Ignore resists +20% nature +10% acid defense ------ Resistance +25% blight +15% nature other ------- Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Effective talent level: 4.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 9 Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 208.14 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
| Around waist | Unrudehir1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +5 Cun +10 Lck offense ------ Mindpower +21 (+3 eff.) defense ------ Resistance +8% acid +12% darkness +8% cold +8% fire +9% nature +9% lightning Physical save +9 (+1 eff.) Spell save +10 (+2 eff.) Stealth +5 other ------- Disarm Traps +24 Infravision +5 A belt that goes around your waist. |
| In off hand | Oozing Heart (115% power, 53 apr, nature slow damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 115% Range: 1.0x-1.1x Uses 101% Wil, 61% Cun Damage Nature slow Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +53 Critical Rate +7.0% Attack Speed 100% On-hit +30 manaburn arcane While equipped: Stats +4 Cun +12 Wil offense ------ Mind Crit +8% Mindpower +24 (+4 eff.) Damage +18% nature +15% acid defense ------ Resistance +12% arcane +12% blight Spell save +15 (+3 eff.) other ------- Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Effective talent level: 3.5 Power cost 15 out of 20/20. Range 10 Cooldown: 27 Travel.spd 800% of base Description: Spit slime at your target doing 228.42 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
| Cloak | Sleetnaught the linen cloak (2 def, 7 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Critical power +10.00% Mindpower +25 (+4 eff.) Damage +9% mind +12% cold When Hit 4 cold defense ------ Armor +7 Defense +2 (+0 eff.) Resistance +3% mind +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Evermoss Robe (12 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+2 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+3 eff.) Resistance +25% nature +13% all Physical save +15 (+3 eff.) Life Regen +0.20 Healmod +15% other ------- 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
Primal Infusion (affinity 26%; reduction 5; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 26% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
wild infusion of the duelist (res 32%; magical, mental; dur 4; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 42%; mental, physical; dur 4; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 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 42% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Tome of Uttercold0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Pendant of the Sun and Moons0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+1 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 4.5 Power cost 22 out of 60/60. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 4 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Zubybeth0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +12 Str +2 Dex +4 Cun offense ------ Damage +9% arcane defense ------ Resistance +22% lightning +5% arcane Stun Resist +30% other ------- Light +3 Amulets make your neck look great! |
Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 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. |
Exiler0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+1 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread level 2 Attempt to inflict 61.33 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 24 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
steel ring 'Aerostir'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Str offense ------ Damage +6% acid defense ------ Armor +8 Resistance +12% cold +6% nature +12% temporal Disease Resist +20% Stun Resist +20% Rings make your fingers look great! |
Life Drinker (152% power, 11 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Weapon Damage 152% Range: 1.0x-1.3x Uses 55% Mag, 35% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+2 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 3.5 Power cost 29 out of 50/50. Range 6 Cooldown: 7 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 5.34 acid and 4.81 blight damage. If not cleared after five turns it will inflict 27.33 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
The Black Spike (159% power, 20 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 40 [Unique] Arcane Weapon Damage 160% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% darkness While equipped: Stats +10 Str +8 Mag offense ------ Damage +25% darkness Ignore resists +15% darkness defense ------ Resistance +18% darkness +12% blight other ------- Shadow Power +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." This item has been sent to the Item's Vault. |
Thunderfall (161% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 50 [Unique] Psionic Weapon Damage 162% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +50 lightning +50 physical On-crit, radius 2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 44 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Ce'Nykira the Tidesteel (107% power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +20 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +3 Cun offense ------ Mind Crit +4% Critical power +19.00% Mindpower +8 (+1 eff.) On-Hit 13 mind 9 darkness Damage +3% blight +22% mind +19% darkness Ignore resists +10% mind +9% darkness On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 other ------- Max hate +5.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted living mindstar of storms (113% power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature Weapon Damage 113% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str +3 Dex +4 Mag +6 Wil +4 Cun +4 Con offense ------ Mind Crit +5% Mindpower +19 (+3 eff.) On-Hit 11 lightning Damage +13% lightning Ignore resists +12% lightning defense ------ Resistance +15% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (172% power, 60 apr, fire element)7.0 Encumbrance T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+5 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 145 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." |
Furnacespire (129% power, 5 apr, cold element)5.0 Encumbrance T4 staff 1H weapon Reqs Mag 35 [Random Unique] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Critical power +15.00% Spellpower +18 (+2 eff.) Damage +25% cold +6% fire Ignore resists +10% arcane Ignore Shields +22% defense ------ Defense +17 (+4 eff.) Resistance +12% lightning +6% fire Shield Power +17% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Gravitational Staff (136% power, 8 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Gravity pin Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +8 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +25 (+3 eff.) Damage +10% temporal +20% physical defense ------ Resistance +15% physical other ------- Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Effective talent level: 4.5 Power cost 11 out of 14/14. Range 6 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 63.16 physical (gravity) damage. Each target moved beyond the first increases the damage by 7.89 (up to a maximum of 31.58 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. This item has been sent to the Item's Vault. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (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. This item has been sent to the Item's Vault. |
Spellhunt Remnants (4 def, 5 armour)1.5 Encumbrance T4 hands armor [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil offense ------ Mind Crit +12% Mindpower +10 (+2 eff.) Damage +20% nature Ignore resists +20% nature defense ------ Armor +5 Defense +4 (+1 eff.) Spell save +10 (+2 eff.) Life +80.00 Unarmed combat: Weapon Damage 134% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +17 silence On Hit: 10% Mana Clash level 2 On Hit: * 35 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Crown of the Elements (0 def, 10 armour)2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+2 eff.) Mindpower +15 (+2 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
4 agate0.0 Encumbrance 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. |
964 alchemist agate0.0 Encumbrance 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. |
5 onyx0.0 Encumbrance 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. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance 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. |
4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =dig=3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 58 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown 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. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Eclipsewill1.0 Encumbrance T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +2 Str +9 Wil offense ------ Spell Crit +6% Mind Crit +12% Spellpower +6 (+1 eff.) Mindpower +11 (+2 eff.) Damage +15% mind Ignore resists +10% arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 39% defense ------ Resistance +13% blight +3% physical +15% darkness Mind save +11 (+2 eff.) Unlife -60.00 life other ------- Vim-on-crit +2.34 Light +5 Infravision +5 See Invisibility +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 22 turn cooldown Effective talent level: 2.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 47 blight damage or heals 59 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Eternity's Counter2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Damage +15% temporal defense ------ Resistance +0% all +15% temporal Damage Reduction +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 15 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
43 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
5 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 power out of 363/400 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. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Tree of Life2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+1 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 8 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance 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. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
4 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Slime Mage the Dwarf Oozemancer level 38
5th Gold 123rd year of Ascendancy at 22:24 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Slime Mage the Dwarf Oozemancer level 37
21st Steel 123rd year of Ascendancy at 15:01 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Slime Mage the Dwarf Oozemancer level 20
12nd Wealth 122nd year of Ascendancy at 22:37 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Slime Mage the Dwarf Oozemancer level 44
1st Stralite 123rd year of Ascendancy at 09:15 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Slime Mage the Dwarf Oozemancer level 47
11st Voratun 123rd year of Ascendancy at 10:06 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Slime Mage the Dwarf Oozemancer level 41
19th Gold 123rd year of Ascendancy at 14:54 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Slime Mage the Dwarf Oozemancer level 25
18th Loss 122nd year of Ascendancy at 15:20 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Slime Mage the Dwarf Oozemancer level 9
29th Voratun 122nd year of Ascendancy at 01:08 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Slime Mage the Dwarf Oozemancer level 40
12nd Gold 123rd year of Ascendancy at 17:35 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Slime Mage the Dwarf Oozemancer level 32
27th Iron 123rd year of Ascendancy at 17:49 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Slime Mage the Dwarf Oozemancer level 50
16th Loss 123rd year of Ascendancy at 01:12 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Slime Mage the Dwarf Oozemancer level 23
12nd Loss 122nd year of Ascendancy at 00:03 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Slime Mage the Dwarf Oozemancer level 32
13rd Iron 123rd year of Ascendancy at 20:46 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Slime Mage the Dwarf Oozemancer level 21
1st Dearth 122nd year of Ascendancy at 18:15 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Slime Mage the Dwarf Oozemancer level 50
13rd Loss 123rd year of Ascendancy at 01:30 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Slime Mage the Dwarf Oozemancer level 38
29th Steel 123rd year of Ascendancy at 14:11 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Slime Mage the Dwarf Oozemancer level 10
6th Profit 122nd year of Ascendancy at 16:42 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Slime Mage the Dwarf Oozemancer level 20
2nd Wealth 122nd year of Ascendancy at 07:24 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Slime Mage the Dwarf Oozemancer level 30
6th Shortage 122nd year of Ascendancy at 05:14 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Slime Mage the Dwarf Oozemancer level 40
12nd Gold 123rd year of Ascendancy at 00:51 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Slime Mage the Dwarf Oozemancer level 50
17th Profit 123rd year of Ascendancy at 00:31 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Slime Mage the Dwarf Oozemancer level 50
26th Wealth 123rd year of Ascendancy at 11:40 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Slime Mage the Dwarf Oozemancer level 22
2nd Dearth 122nd year of Ascendancy at 05:15 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Slime Mage the Dwarf Oozemancer level 50
43rd Dearth 123rd year of Ascendancy at 07:52 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Slime Mage the Dwarf Oozemancer level 43
29th Gold 123rd year of Ascendancy at 16:55 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Slime Mage the Dwarf Oozemancer level 21
26th Wealth 122nd year of Ascendancy at 04:04 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Slime Mage the Dwarf Oozemancer level 40
13rd Gold 123rd year of Ascendancy at 01:54 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Slime Mage the Dwarf Oozemancer level 6
18th Voratun 122nd year of Ascendancy at 10:32 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Slime Mage the Dwarf Oozemancer level 50
16th Loss 123rd year of Ascendancy at 01:12 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Slime Mage the Dwarf Oozemancer level 9
5th Profit 122nd year of Ascendancy at 18:30 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Slime Mage the Dwarf Oozemancer level 49
16th Profit 123rd year of Ascendancy at 09:53 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Slime Mage the Dwarf Oozemancer level 32
20th Iron 123rd year of Ascendancy at 23:54 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Slime Mage the Dwarf Oozemancer level 50
16th Loss 123rd year of Ascendancy at 01:12 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Slime Mage the Dwarf Oozemancer level 45
18th Stralite 123rd year of Ascendancy at 22:51 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Slime Mage the Dwarf Oozemancer level 32
20th Iron 123rd year of Ascendancy at 14:08 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Slime Mage the Dwarf Oozemancer level 23
12nd Loss 122nd year of Ascendancy at 13:52 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Slime Mage the Dwarf Oozemancer level 17
25th Profit 122nd year of Ascendancy at 06:58 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Slime Mage the Dwarf Oozemancer level 36
21st Steel 123rd year of Ascendancy at 01:40 see stats
Log
You gain 5.07 gold from the transmogrification of slime-covered voratun greatmaul of erosion (177% power, 4 apr).
You gain 12.34 gold from the transmogrification of caustic voratun greatmaul (181% power, 4 apr).
You gain 8.60 gold from the transmogrification of blazebringer's voratun dagger (148% power, 9 apr).
You gain 20.85 gold from the transmogrification of enhanced voratun battleaxe of amnesia (166% power, 4 apr).
You gain 0.64 gold from the transmogrification of teleportation rune (range 94; cd 20).
You gain 1.51 gold from the transmogrification of stormshield rune of the duelist (threshold 83; blocks 8; dur 4; cd 16).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Space around you starts to dissolve...
Resting starts...
You are yanked out of this place!
Rested for 49 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
You transfer The Black Spike (159% power, 20 apr) from the online item's vault.
Saving done.
You transfer Dakhtun's Gauntlets (0 def, 6 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Saving game...
Saving done.
















































































































































