










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | SkooBot 1.6.7Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Items Vault 1.7.0Donators/Buyers bonus! Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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:
Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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.
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! Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Marauder |
| Level / Exp | 50 / 1418% |
| Size | medium |
| Lifes / Deaths | Killed by orc cryomancer at level 20 on the 50th Dusk 122nd year of Ascendancy at 04:45 5 / 2Killed by Atamathon the Giant Golem at level 50 on the 14th Dusk 123rd year of Ascendancy at 10:45 |
| Antimagic | Follower |
Primary Stats
| Strength | 80 (base 60) |
| Dexterity | 101 (base 62) |
| Constitution | 63 (base 47) |
| Magic | 38 (base 14) |
| Willpower | 86 (base 16) |
| Cunning | 117 (base 55) |
Resources
| Life | 1450/1450 |
| Stamina | 337/337 |
| Equilibrium | 30 |
| Healing Factor | 1.248089624051 |
| Regeneration | 29.412081132695 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 10 |
| See Stealth | 94.559414205191 |
| See Invisible | 94.559414205191 |
Offense: Mainhand
| Damage | 152 |
| Accuracy | 78 |
| Crit Chance | 123% |
| APR | 57 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 120 |
| Accuracy | 78 |
| Crit Chance | 111% |
| APR | 54 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12.666666666667 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 78 |
| Crit Chance | 94% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +37% |
| Acid | +31% |
| Nature | +102% |
| Physical | +15% |
| Fire | +26% |
| All | +17% |
Offense: Damage Penetration
| Nature | +35% |
| Physical | +15% |
| Fire | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 40 (53.292302510663%) |
| Defense | 84 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 62 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 61%( 70%) |
| Blight | + 51%( 70%) |
| Arcane | + 54%( 70%) |
| Cold | + 38%( 70%) |
| All | + 38%( 70%) |
| Darkness | + 45%( 70%) |
| Lightning | + 42%( 70%) |
| Mind | + 58%( 70%) |
| Fire | + 44%( 70%) |
| Nature | + 58%( 70%) |
Defense: Immunities
| Pinning Resistance | 32% |
| Bleed Resistance | 20% |
| Confusion Resistance | 99% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Stun Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 767 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical 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 Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -857 life. The duration and life will increase by 1% for every 1% life you have lost (currently 857 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Bloodthirst | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 5/5 |
| 6/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.10 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Cunning / Scoundrel | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Cunning / Survival | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Apply Poison |
| talent | Precise Strikes |
| talent | Volatile Poison |
| talent | Exploit Weakness |
| talent | Trained Reactions |
| talent | Leeching Poison |
| talent | Antimagic Shield |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Parrying melee and ranged attacks: Has a 78% chance to deflect up to 33 damage from the next 3.1 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | Countering melee attacks: Has a 56% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You 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 again | active |
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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)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 Conversion (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Misdirection (+1 level(s)). | done |
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 gained talent category Cunning / Scoundrel (at mastery 1.00). | 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. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed naga tongue. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 22 power out of 32/32 Activation is instant. 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. |
| Light source | bigDmg1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Dex +14 Wil +3 Cun +5 Con dps ---------- Phys.crit +12.0% Mind.crit +12% Crit.mult +40.00% Phys.pwr +20 (+4 eff.) Mind.pwr +12 (+2 eff.) ----- def ----- Defense +14 (+2 eff.) Resists +6% lightning Phys.save +20 (+7 eff.) Spell.save +20 (+5 eff.) Mind.save +30 (+8 eff.) ---------- misc Light +5 Infravis +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | mindcaging drakeskin leather cap of knowledge (0 def, 5 armour)2.0 T5 head armor [Ego++] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +22% mind Mind.save +19 (+5 eff.) Confus- +41% A cap made of leather. |
| On hands | Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 ---------- misc Light +1 Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Dex, 40% Str, 40% Cun Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 208.26 arcane damage and stunned). Uses 68 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. |
| Tool | The Guardian's Totem2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 71% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 34 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | Goruyabar the Firewilder0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Crit.mult +20.00% Dmg.mod +14% acid +9% fire Res.pen +25% fire +15% physical Acc +15 (+3 eff.) Melee Ret 4 physical ----- def ----- Resists +28% acid +9% fire Rings make your fingers look great! |
| On fingers | painweaver's voratun ring of life0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +11 (+1 eff.) Mind.pwr +16 (+3 eff.) Dmg.mod +6% all ----- def ----- Max.HP +100.00 HP.reg +17.00 Heal.mod +15% Rings make your fingers look great! |
| Around neck | enraging voratun amulet of murder0.1 T5 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +7 (+1 eff.) Phys.spd +10% Dmg.mod +8% physical Acc +8 (+2 eff.) Apr +15 Amulets make your neck look great! |
| In main hand | Mandible of Ungolmor (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 35% Dex, 30% Cun, 35% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
| Around waist | Silenor1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Wil +5 Cun dps ---------- Phys.crit +10.0% Mind.crit +16% ----- def ----- Defense +20 (+4 eff.) Crit.chn- 15.00% Poison- +20% Cut- +20% A belt that goes around your waist. |
| In off hand | Urechak the voratun dagger (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Psionic Power 38.0 - 49.4 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +9 darkness Against +12% Living On Hit: * 20% chance to reduce all saves and defense by 42 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +4 Str +10 Dex +13 Mag +10 Wil +9 Cun +6 Con ----- def ----- Resists +9% acid +5% arcane +6% nature Spell.save +9 (+3 eff.) Sharp, short and deadly. |
| Cloak | Guise of the Hated (14 def, 0 armour)2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+4 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+2 eff.) Resists +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Main armor | Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+2 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
heroism infusion (die at -211; dur 7; cd 25)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -211 life. The duration and life will increase by 1% for every 1% life you have lost (currently 211 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -891; dur 7; cd 35)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -891 life. The duration and life will increase by 1% for every 1% life you have lost (currently 891 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 522%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 522% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 497; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 497 life over 5 turns. 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. |
regeneration infusion of the sneak (heal 514; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 332; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 332 life over 5 turns. Its effects scale with your Strength 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 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Bregarolen the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% physical ----- def ----- Armour +6 Die.at -80.00 life Heal.mod +17% Cut- +60% ---------- misc Stam/turn +2.00 Equi/ret +0.16 Heal: Puts all charms on 24 cooldown Level 4.5 Pwr.cost 24 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 544 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Coalpierce0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Wil dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +7 Defense +10 (+2 eff.) Resists +17% lightning +6% temporal +6% nature +15% darkness Res.Cap +6% all Phys.save +15 (+5 eff.) Stun/Frz- +39% Amulets make your neck look great! |
Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
psionicist's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Wil ----- def ----- Mind.save +10 (+3 eff.) Max.HP +57.00 HP.reg +8.00 Heal.mod +15% Rings make your fingers look great! |
sneakthief's gold ring of the mountain (+13%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +13% physical Acc +9 (+2 eff.) ----- def ----- Resists +13% physical Rings make your fingers look great! |
voratun Petrified Wood ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag +6 Wil +25 Con dps ---------- Spell.pwr +7 (+1 eff.) ----- def ----- Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Rings make your fingers look great! |
blazebringer's voratun dagger of evisceration (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 37.5 - 48.8 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +30 fire On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +14 (+3 eff.) All.spd +7% Res.pen +14% fire Sharp, short and deadly. |
enhanced stralite dagger of evisceration (30-40 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 30.5 - 39.6 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Str +8 Dex +7 Mag +7 Wil +7 Cun +6 Con dps ---------- Phys.crit +10.0% Phys.pwr +8 (+2 eff.) Sharp, short and deadly. |
quick stralite dagger of evisceration (28-37 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Master Power 28.5 - 37.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Dex dps ---------- Phys.crit +9.0% Phys.pwr +10 (+2 eff.) Phys.spd +10% Acc +17 (+4 eff.) Sharp, short and deadly. |
quick voratun dagger of evisceration (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master Power 37.5 - 48.8 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Dex dps ---------- Phys.crit +10.0% Phys.pwr +13 (+3 eff.) Phys.spd +10% Acc +25 (+5 eff.) Sharp, short and deadly. |
quick voratun dagger of torment (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Master/Psionic Power 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +12 (+3 eff.) Sharp, short and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, lightning element)7.0 T5 staff 2H weapon Reqs Mag 40 [Godslayer] Unknown Power 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+5 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 136 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." |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 7.2 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 39% chance to evade melee and ranged attacks and 72 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of Preservation1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+5 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Kindleknave1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +21% fire ----- def ----- Armour +16 Defense +10 (+2 eff.) Resists +6% mind Phys.save +16 (+6 eff.) HP.reg +4.00 Confus- +20% A belt that goes around your waist. |
drakeskin leather belt1.0 T5 belt armor [Normal] A belt that goes around your waist. |
Ureslak's Molted Scales (0 def, 0 armour)2.0 T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Res.Cap +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 34 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
battlemaster's elven-silk cloak of mindcraft (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Dex +4 Wil +5 Cun +4 Con dps ---------- Mind.crit +6% ----- def ----- Defense +3 (+0 eff.) Spell.save +4 (+1 eff.) ---------- misc Stam/turn +1.20 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of the hunter (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Acc +35 (+7 eff.) ----- def ----- Defense +3 (+0 eff.) Fatigue -5% Spell.save +11 (+3 eff.) Max.HP +52.00 ---------- misc Stam/turn +0.70 Max.stam +23.00 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of implacability (9 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Defense +9 (+1 eff.) Phys.save +15 (+5 eff.) Mind.save +8 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's elven-silk cloak of fog (10 def, 0 armour)2.0 T5 cloak armor [Ego++] Nature/Master While equipped: Stats +3 Str +5 Con ----- def ----- Defense +10 (+2 eff.) Resists +12% light +20% fire Phys.save +12 (+4 eff.) Stealth +9 Max.HP +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Belolemina (15 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Mind.pwr +6 (+1 eff.) Res.pen +8% physical Apr +6 ----- def ----- Armour +5 Defense +15 (+3 eff.) Fatigue +4% Resists +12% fire +1% physical +11% cold Cut- +10% Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +2 See.Invis +3 Blindside: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cystwill (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +12% lightning +6% darkness Res.pen +10% darkness Melee Ret 2 lightning On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Armour +4 Fatigue +3% Resists +15% nature +9% darkness Rush: Puts all charms on 17 cooldown Level 3.2 Pwr.cost 17 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Relgarab the Shiverjeer (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Mov.spd +10% Dmg.mod +3% blight Res.pen +15% cold ----- def ----- Armour +5 Fatigue -9% Resists +18% cold Spell.save +6 (+2 eff.) Max.HP +50.00 HP.reg +12.00 Heal.mod +37% ---------- misc Stam/turn +0.90 A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Lorevon the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +6% arcane Die.at -89.80 life Heal.mod +22% Blind- +22% Poison- +22% Disarm- +22% Stun/Frz- +22% ---------- misc Hate/m.crit +5.61 A cap made of leather. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 28 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
dwarven-steel helm 'Belulrathra' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +2 Mag dps ---------- Phys.crit +4.0% Phys.pwr +15 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +3% physical ---------- misc Stam/turn +3.00 Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather armour 'Sunwilter' (20 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Res.pen +15% light On Hit (Melee): * 10% chance to reduce all saves and defense by 42 ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +40% acid +16% physical +16% lightning +9% nature +3% blight +14% cold +5% arcane +19% fire Max.HP +55.00 HP.reg +12.80 Heal.mod +16% A suit of armour made of leather. |
enlightening drakeskin leather armour of alacrity (20 def, 8 armour)9.0 T5 light armor [Ego++] Master/Psionic While equipped: Stats +9 Cun +6 Wil dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Mind.save +18 (+5 eff.) A suit of armour made of leather. |
Cuirass of the Thronesmen (20 def, 32 armour)17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +32 Hardiness +10% Defense +20 (+4 eff.) Fatigue +15% Resists +25% darkness +25% fire Phys.save +40 (+13 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-4 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+3 eff.) Spell.pwr +16 (+2 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 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 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 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 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Isloseba the Glarecut2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str +2 Dex +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+1 eff.) Dmg.mod +9% physical On Hit (Melee): * 10% chance to slow global speed by 71% ----- def ----- Armour +6 Resists +6% light ---------- misc Stam/turn +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Darkdream'1.0 T3 lite [Rare] Master While equipped: dps ---------- Res.pen +5% mind Melee Ret 4 darkness On Hit (Melee): * 10% chance to slow global speed by 71% ----- def ----- Resists +12% blight +3% cold +6% darkness Blind- +25% Confus- +15% ---------- misc Light +8 See.Stealth +12 See.Invis +15 Track: Puts all charms on 28 cooldown Level 7.2 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +40.00 Blind- +31% Confus- +13% ---------- misc Light +7 See.Stealth +11 See.Invis +10 Track: Puts all charms on 28 cooldown Level 4.5 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
9 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 137 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
extending iron torque of mindblast [power 105] (11 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 123 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 7 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
cleansing elm totem of healing [power 116] (11 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 11 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Pearl of Life and Death2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By CrayRauder the Cornac Marauder level 31
14th Regrowth 123rd year of Ascendancy at 01:58 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By CrayRauder the Cornac Marauder level 42
2nd Pyre 123rd year of Ascendancy at 22:18 see stats
Against all odds
Killed Ukruk in the ambush.By CrayRauder the Cornac Marauder level 31
11st Regrowth 123rd year of Ascendancy at 04:35 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By CrayRauder the Cornac Marauder level 27
62nd Haze 122nd year of Ascendancy at 16:21 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By CrayRauder the Cornac Marauder level 34
27th Regrowth 123rd year of Ascendancy at 22:45 see stats
Brave new world
Went to the Far East and took part in the war.By CrayRauder the Cornac Marauder level 34
22nd Regrowth 123rd year of Ascendancy at 22:23 see stats
Bringer of Doom
Killed a Bringer of Doom.By CrayRauder the Cornac Marauder level 50
58th Pyre 123rd year of Ascendancy at 05:29 see stats
Destroyer's bane
Killed Golbug the Destroyer.By CrayRauder the Cornac Marauder level 32
19th Regrowth 123rd year of Ascendancy at 05:32 see stats
Dragon's Greed
Amassed 8000 gold pieces.By CrayRauder the Cornac Marauder level 50
56th Pyre 123rd year of Ascendancy at 21:05 see stats
Exterminator
Killed 1000 creatures.By CrayRauder the Cornac Marauder level 18
37th Dusk 122nd year of Ascendancy at 18:08 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By CrayRauder the Cornac Marauder level 27
78th Haze 122nd year of Ascendancy at 08:29 see stats
Fear me not!
Survived the Fearscape!By CrayRauder the Cornac Marauder level 26
58th Haze 122nd year of Ascendancy at 14:00 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By CrayRauder the Cornac Marauder level 50
57th Pyre 123rd year of Ascendancy at 03:10 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By CrayRauder the Cornac Marauder level 46
33rd Pyre 123rd year of Ascendancy at 09:56 see stats
Guiding Hand
Saved all escorted adventurers.By CrayRauder the Cornac Marauder level 32
17th Regrowth 123rd year of Ascendancy at 09:55 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By CrayRauder the Cornac Marauder level 36
28th Regrowth 123rd year of Ascendancy at 02:34 see stats
Level 10
Got a character to level 10.By CrayRauder the Cornac Marauder level 10
7th Mirth 122nd year of Ascendancy at 13:44 see stats
Level 20
Got a character to level 20.By CrayRauder the Cornac Marauder level 20
50th Dusk 122nd year of Ascendancy at 02:55 see stats
Level 30
Got a character to level 30.By CrayRauder the Cornac Marauder level 30
8th Regrowth 123rd year of Ascendancy at 20:22 see stats
Level 40
Got a character to level 40.By CrayRauder the Cornac Marauder level 40
69th Regrowth 123rd year of Ascendancy at 03:51 see stats
Level 50
Got a character to level 50.By CrayRauder the Cornac Marauder level 50
38th Pyre 123rd year of Ascendancy at 01:08 see stats
Orcrist
Killed the leaders of the Orc Pride.By CrayRauder the Cornac Marauder level 50
56th Pyre 123rd year of Ascendancy at 10:56 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By CrayRauder the Cornac Marauder level 23
20th Haze 122nd year of Ascendancy at 21:24 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By CrayRauder the Cornac Marauder level 26
57th Haze 122nd year of Ascendancy at 12:10 see stats
Size is everything
Did over 1500 damage in one attack.By CrayRauder the Cornac Marauder level 50
55th Pyre 123rd year of Ascendancy at 11:35 see stats
Size matters
Did over 600 damage in one attack.By CrayRauder the Cornac Marauder level 27
2nd Regrowth 123rd year of Ascendancy at 15:12 see stats
Sliders
Activated a portal using the Orb of Many Ways.By CrayRauder the Cornac Marauder level 33
19th Regrowth 123rd year of Ascendancy at 07:38 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By CrayRauder the Cornac Marauder level 50
64th Pyre 123rd year of Ascendancy at 02:10 see stats
The Arena
Unlocked Arena mode.By CrayRauder the Cornac Marauder level 11
10th Mirth 122nd year of Ascendancy at 18:44 see stats
The High Lady's destiny
Won ToME by closing the Void portal using Aeryn as a sacrifice.By CrayRauder the Cornac Marauder level 50
64th Pyre 123rd year of Ascendancy at 02:11 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By CrayRauder the Cornac Marauder level 50
56th Pyre 123rd year of Ascendancy at 11:56 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By CrayRauder the Cornac Marauder level 19
48th Dusk 122nd year of Ascendancy at 22:33 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By CrayRauder the Cornac Marauder level 37
45th Regrowth 123rd year of Ascendancy at 00:33 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By CrayRauder the Cornac Marauder level 40
75th Regrowth 123rd year of Ascendancy at 17:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By CrayRauder the Cornac Marauder level 21
64th Dusk 122nd year of Ascendancy at 02:08 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By CrayRauder the Cornac Marauder level 30
10th Regrowth 123rd year of Ascendancy at 14:52 see stats
Log
Talent Daunting Presence is ready to use.
CrayRauder activates Daunting Presence.
Talent Infusion: Regeneration is ready to use.
Talent Volatile Poison is ready to use.
Talent Leeching Poison is ready to use.
Talent Apply Poison is ready to use.
CrayRauder activates Leeching Poison.
CrayRauder activates Volatile Poison.
CrayRauder activates Apply Poison.
Talent Greater Weapon Focus is ready to use.
Talent Resonance Field is ready to use.
Talent True Grit is ready to use.
Talent Infusion: Heroism is ready to use.
Rested for 18 turns (stop reason: all resources and life at maximum).
--------------------------------
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
--------------------------------
Talent Exploit Weakness is ready to use.
Talent Precise Strikes is ready to use.
Talent Total Thuggery is ready to use.
CrayRauder activates Precise Strikes.
CrayRauder activates Exploit Weakness.
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Talent Blinding Speed is ready to use.


















































































































































